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ITB Student Handout

Table of Contents

Requirements

Day 1
1. Rifle Platoon Structure and Organization
2. Basic Weapons Familiarization
3. Optics
4. Enemy Vehicles Familiarization
5. ACE Equipment Functions
6. Radio Communications
7. Medical Procedures
8. Enemy Weapons

Day 2
1.
2.
3.
4.
5.

Formations
Fire and Maneuver
Offensive and Defensive Fundamentals
Team Communications
Cover and Concealment

1.
2.
3.
4.

Mounting and Dismounting


Land Nav
MOUT
Convoy and Mounted Operations

Day 3

Day 4
1. Field Training Exercise
2. Graduation

Requirements:
Completion of Recruit Training
Only taught by certified ITB Instructors (NCOs and SNCOs approved by Company
Headquarters or previous 03XX NCO/SNCO).
All new Privates must complete ITB before being allowed to accumulate TIG (Time in
Grade).

Only two classes will be taught a week, for a total of four classes over a period of two
weeks.
At the end of the two week cycle new Privates will be assigned to platoons.
If you do not complete the entire course you will be recycled to the next SOI Class and
will not be assigned a billet until the end of that two week cycle and all four SOI classes
have been completed.
ITB must be completed by all 03s including 0331, 0341 and 0351. Once non-0311s
complete ITB they will transfer to their appropriate section for MOS Training.
Each ITB cycle will have a minimum of four (4) and a maximum of thirteen (13) students.

Instructors:
Two instructors per two week cycle.
Six total qualified ITB instructors kept on staff.
ITB Instructors must be current or prior Infantry NCOs/SNCOs.
Instructors will rotate each cycle and/or fill in as needed.

DAY 1 - Common Skills


1. Rifle Platoon Structure and Organization
Platoon Headquarters
Platoon Commander (Plt Co)
The Platoon Commander is the senior member of the platoon and is
responsible to the Company Commander for the functioning of his/her
platoon.

The Platoon Commanders responsibilities include:


- Ensure all details involving the platoon are properly coordinated and
completed.
- Be familiar with all duties and responsibilities of all subordinate billets.

Platoon Sergeant (Plt Sgt)

The Platoon Sergeant is the senior enlisted man in the Platoon and is
responsible to the Platoon Commander for the internal functioning of the
platoon including the general conduct of the platoon in garrison and the
field.

The Platoon Sergeants responsibilities include:


- Organize and supervise the platoons tactical assignments.
- Carry out such orders that may be given by the Platoon Commander.
- Be familiar with all duties and responsibilities of all subordinate billets.
- Ensure subordinate enlisted men are adequately performing their
duties.

Rifle Squad Structure


Squad Leader (SL)
The squad leader carries out the orders issued to him by the platoon
commander. He is responsible for the discipline, appearance, training,
control, conduct, and welfare of his squad at all times, as well as the
condition, care, and economical use of its weapons and equipment. In
combat, he is also responsible for the tactical employment, fire discipline,
fire control, and maneuver of his squad. He takes position where he can

best carry out the orders of the platoon commander and observe and
control the squad.

Fire Team
Fire Team Leader (FTL)
The fire team leader carries out the orders of the squad leader.
He is responsible for the fire discipline and control of his fire
team and for the condition, care, and economical use of its
weapons and equipment. In the carrying out the orders of the
squad leader, he takes a position to best observe and control the
fire team. Normally, he is close enough to the automatic rifleman
to exercise effective control of his fire. In addition to his primary
duties as a leader, but not to the detriment of them, he serves as
a grenadier and is responsible for the effective employment of
the grenade launcher, his rifle, and for the condition and care of
his weapons and equipment. The senior fire team leader in the
squad serves as assistant squad leader.

Automatic Rifleman (AR)


The automatic rifleman carries out the orders of the fire team

leader. He is responsible for the effective employment of the


automatic rifle and for the condition and care of his weapon and
equipment.
The Automatic Rifleman utilizes the automatic rifle to deliver
a steady volume of fire on enemy targets. The primary
responsibility of the Automatic Rifleman is suppression of the
enemy.

Assistant Automatic Rifleman (AAR)


The assistant automatic rifleman assists in the employment
of the automatic rifle. He carries additional magazines and/
or ammunition boxes for the automatic rifle and is prepared to
assume the duties of the automatic rifleman. He is responsible
for the effective employment of his rifle and for the condition and
care of his weapon and equipment.

Rifleman (R)
The rifleman in the fire team carries out the orders of the fire

team leader. He is responsible for the effective employment


of his rifle and for the condition and care of his weapon and
equipment. The rifleman is trained as a scout and pointman. The
rifleman is responsible for the carrying and proper employment
of the M136 AT4 anti-tank rocket launcher.
Rifleman additional duties can include being a Designated
Marksman, M32 gunner, and Shotgunner. If a rifleman is
assigned one of these duties, the AAR assumes responsibility for
the M136 AT4.

2. Basic Weapons Familiarization


M16A4
A magazine fed, gas operated, air cooled, shoulder fired weapon capable of

semi-automatic fire or burst fire by use of a selector lever.


The max effective range for the M16A4 is 550 meters on a point target and 800
meters on an area target.
Carried by the Rifleman, Assistant Automatic Rifleman, and Fire Team Leader.

M4

A magazine fed, gas operated, air cooled, shoulder fired weapon capable of
semi-automatic fire or burst fire by use of a selector lever.

M249 SAW
An individually portable, gas operated, magazine or disintegrating metallic-link

the M16 and M4 Rifles.


The max effective range for the M203 on a point target is 150 meters and for an
area target is 350 meters.
The M16/M4 M203 is carried by the Fire Team Leader.

M136 AT4 84mm AT Rocket


A lightweight, self-contained, anti-armor weapon consisting of a free-flight, fin

Corps, which is intended to enhance the Automatic Riflemans maneuverability


and displacement speed.
The max effective range for the M27 IAR is 550 meters on a point target and 800
meters on an area target.
Carried by the Automatic Rifleman
(The Automatic Riflemans standard weapon is determined by his individual
Squad Leader.)

M203 40mm Grenade Launcher


A lightweight, compact, breech loading, single shot 40mm launcher attached to

belt fed, light machine gun with a fixed headspace.


The max effective range on area targets 1000 meters.
Carried by the Automatic Rifleman. Because it uses 5.56mm rounds, you can
take a magazine from a friend and put it into the weapon. You won't have nearly
as much ammo, but you'll have bullets.

M27 IAR
A lightweight, magazine-fed 5.56mm weapon sought by the United States Marine

The max effective range for the M4 is 500 meters on a point target and 600
meters on an area target.
Typically carried by Squad Leaders and up.

stabilized, rocket-type cartridge packed in an expendable, one-piece, fiberglasswrapped tube.


Tactical engagement range of the M136 is 250 meters.
There is a CS variant for close quarters. This model's back blast will not kill you
or bounce off walls. Caution should still be exercised however.
This is typically carried by the Rifleman. If the rifleman cannot carry it due to
additional duties, the responsibility falls to the AAR.

M67 Fragmentation Grenade


The M67 can be thrown 30 to 35 meters by the average male Marine. It has a
4.05.5 second fuse that ignites explosives packed inside a round body. Steel
fragments (not to be confused with shrapnel) are provided by the grenade body
and produce an injury radius of 15 meters (~45 ft), with a fatality radius of 5
meters (~15 ft), though some fragments can disperse as far out as 250 meters.
Can be carried by anyone.

M18 Smoke Grenade


Canister-type grenades used as ground-to-ground or ground-to-air signaling

devices, target or landing zone marking devices, or as screening devices for unit
movements.
Can be carried by anyone.

M84 Flashbang
Upon detonation, it emits an intensely loud "bang" and blinding flash within five
feet of initiation, sufficient to cause immediate (but temporary) flash blindness
and deafness.
Can be carried by anyone.

M18 Claymore Mines


A directional anti-personnel mine.

The Claymore is command-detonated and directional, meaning it is fired by


remote-control, shooting a pattern of metal balls into the kill zone.
Not part of standard loadout. (Typically carried by Rifleman)

M240
A belt-fed, gas-operated, crew served medium machine gun firing the
7.62x51mm NATO cartridge.

The max effective range for the M240 is 1800 meters.


Crew served by 0331 machine gunners.
M2 .50
The M2 .50 Cal is an air-cooled, belt-fed, crew served machine gun.
The max effective range of the M2 .50 is 1800-2000 meters.
Mk19 40mm Grenade Launcher
The Mk 19 is a belt fed, blowback operated, air cooled, crew served, fully
automatic weapon that fires 40mm grenades.
The max effective range of the Mk19 is 1400 meters, and the
max range is 2000 meters.

M9 9mm Pistol
A semi-automatic, magazine-fed, recoil operated, double action pistol.
The max effective range of the M9 is 50 meters.
Carried by the Automatic Rifleman, Squad Leader, and Officers.
M1014 12 Gauge Shotgun
A semi-automatic, 12-gauge shotgun which can fire a range of rounds including

Buck and Slug.


The max effective range of the M1014 is 36.5 meters.
Typically carried by the Rifleman as a secondary weapon. One per squad.

3. Optics
RCO (familiarization with the BDC).
Ranging Features:
The base of the chevron and the horizontal stadia lines below the
chevron represent 19 at the indicated range (19 is the average
width of a mans shoulders). Range your target using the base of
the chevron for 300m and the width of the horizontal stadia lines
for 400-800m.

CCO

Used for a CQB environment and/or night operations.


EOTech
Used for a CQB environment and/or night operations.
Binoculars
Simplest form of non-mounted ranged optic (used for scanning in the
absence of other ranged optics).
Vector 21B
The Vector 21B is a range finder used to find the distance to a target in
direct sight. It requires the 2CR5 Battery to operate.
Look through the vector using look down sights (right click) and press R
to load the 2CR5 battery.
Your fire button (left click) will turn on the laser range finder and will give
you the distance to whatever you are pointing it directly at.
Using your Optic Mode key (see switching sights above) will cycle
between night vision and normal .
MX2A
Hand-held thermal imager (does not require batteries)
FLIR (Forward Looking Infrared) Use your night vision key (N by default)
to turn on FLIR and to cycle between white-hot, and black-hot.
Used by Squad Leaders and up.

4. Enemy Vehicles Familiarization (weaknesses and strengths)


Vodnik
A Russian high-mobility multipurpose military vehicle.
It is amphibious, and is propelled by its wheels in the water.
Seats up to 10 passengers.
BMP 2
A second-generation amphibious infantry fighting vehicle.
7.62 mm PKT coaxial machinegun.
30 mm automatic cannon.
9M113 Konkurs ATGM.
BMP 3
A third-generation amphibious infantry fighting vehicle.
27.62 mm PKT machine guns.
1x5.45mm machine gun.
1x40mm grenade launcher.
100 mm gun/launcher 2A70.
30 mm autocannon 2A72.
AT-4/AT-5 ATGW launcher.
T-34
A WWII era main battle tank (MBT).
76.2 mm (3.00 in) F-34 tank gun.
(T-34/85: 85mm gun).
2 7.62 mm (0.308 in) DT machine guns.
T-55
A Cold War era main battle tank (MBT).
D-10T 100 mm rifled gun.
7.62 mm SGMT coaxial machine gun.
12.7 mm DShK heavy machine gun.
T-72

T-90

A Cold War era main battle tank (MBT).


125 mm 2A46M smoothbore gun.
7.62 mm PKT coaxial machine gun.
12.7 mm NSVT antiaircraft machine gun.
A Russian third-generation main battle tank that is a modernisation of the
T-72.
125 mm smoothbore gun with ATGM capability.
7.62 mm PKT coaxial machine gun.
12.7 mm NSV anti-aircraft gun.
12.7 mm Kord machine gun.

BRDM
A four wheeled amphibious vehicle which is very lightly armoured.
Combat Reconnaissance Patrol Vehicle.
BTR
A Soviet non-amphibious, wheeled armoured personnel carrier and
reconnaissance vehicle.

7.62mm SGMB medium machine gun.


27.62mm SGMB medium machine gun.
UAZ (PKM/KORD/SPG/AGS)
Light off-road military vehicle.
Technical (PKM/KORD/SPG/AGS)
A type of improvised fighting vehicle, typically a civilian or military noncombat vehicle, modified to provide an offensive capability similar to a
military gun truck.

Land Rover (PKM/KORD/SPG/AGS)


Light off-road military vehicle.
URAL
A general purpose off-road 6x6 truck.
Seats up to 26 passengers.
D-30
Soviet era howitzer artillery.
122mm.
Mi-24 Hind
A large Cold War era helicopter gunship and attack helicopter.
8 person capacity.
Mi-8 Hip
A medium twin-turbine transport helicopter that can also act as a
gunship.

24 person capacity.
SU-25 Frogfoot
Soviet era close air support aircraft.

5. Advanced Combat Environment (ACE) Equipment Functions


ACE self interaction
Using eye protection and ear protection.
Use your ACE Self interaction keybind and select Goggles/Masks.
Select the eye or ear pro you want
Tactical Glasses add a yellowish tint which provides higher
contrast. This can be useful during some night operations
when an RCO is prefered. (Cannot use ranged optic and
night vision at the same time)

Safety Goggles are useful when embarking, disembarking,


or fast roping from a flight idle rotor aircraft.
Earplugs are fairly self explanatory, however, they are a
must when using or operating near any type of machine
gun including the M249.
Gas Masks are worn when CS gas is utilized.
ACE weapon functions
Weapon safety
As taught in Recruit Training:
Shift ~ will put your weapon on Safe. Pressing Shift + 1 will switch
it back to Fire.
Never Aim at something you do not wish to destroy.
Double tapping left Ctrl by default will lower your weapon. Always
maintain this posture when at base
Negligent discharges are highly frowned upon. Do not alt tab
out of and back into the game without doing at least one of the
following first:
Lower your weapon
Put your weapon on safe (Shift + ~)
Press Escape

Switching lights/lasers on & off.


Press L for PEQ-16 IR laser or flashlight by default
Press Alt + L to switch between flashlight and IR laser (not all
rifles have these attachments)

Switching weapons
F cycles through all weapons and fire modes.
Shift + 1 switches to primary weapon on its primary fire mode (If
carrying a secondary weapon such as a shotgun, MGL, or DMR in
conjunction with your rifle, Shift + 1 can be used to switch between
your rifle and secondary weapon.)
Shift + 2 switches to under barrel grenade launcher. (Hitting Shift
+ 2 again will flip up the GL leaf sights.)
Shift + 3 switches to one of your thrown weapons such as a frag
grenade.
Shift + 4 switches to any placed explosives such as claymores.
If your billet allows you to carry a sidearm, it is highly
recommended that you set up a keybind that is easily accessible
in-case of primary weapon failure.

Switching sights (Added with Operation Arrowhead)


Pressing numpad forward slash (/) by default will swap between
different optic modes. On an RCO this simple switches
between aiming down the sight and looking over it for CQB. It is
recommended that you rebind this to something more accessible.

Mounting weapons
Shift + Space will mount any weapon on solid cover just below the
barrel or handguard of the weapon.

If the weapon has a bipod (M249, M27, M240) Shift + Space can
be used to deploy the bipod on any surface while prone.

Setting Up Emplaced Weapons


Equip the Tripod or Base Plate piece as a backpack and place it
on the ground by using your ACE Self Interaction Key and clicking
Deploy tripod.
Use your scroll menu to select Confirm Emplacement.
With the actual Weapon Piece equipped as a backpack use your
ACE Class Interaction Key on the Tripod and select CSW Menu
then select Mount Weapon
With the Ammo in your inventory, use your Interaction key again,
select CSW menu and select Load.
Placing Explosives
Use your Self Interaction Key, select Explosives, and click on the
explosive you want to place.
Use your Class Interaction Key on the placed explosive device
and use the appropriate function, such as Attach Clacker, Tripwire
Mine.
If a clacker is used on the explosive get to a safe distance and use
your scroll menu to take the safety off and then detonate.

6. Radio Communications
AN/PRC-148 VHF overview
Mid-level walkie-talkie, with mid-level range. Should be used at the Fire Team,
Squad, and HQ levels. 6-digit frequencies

AN/PRC-152 VHF overview


Mid-level walkie-talkie, with mid-level range. Should be used at the Fire Team,
Squad, and HQ levels. 6-digit frequencies

AN/PRC-117F overview
A backpack version of the PRC-148. Pretty much the same, but with a little more
range;It has both UHF and VHF antennae, and has SATCOM capabilities.

Proper communications procedures


PHONETIC ALPHABET
A - Alpha (AL-FAH)
B - Bravo (BRAH-VOH)
C - Charlie (CHAR-LEE)
D - Delta (DELL-TAH)
E - Echo (ECK-OH)
F - Foxtrot (FOKS-TROT)
G - Golf (GOLF)
H - Hotel (HOH-TEL)
I - India (IN-DEE-AH)
J - Juliet (JEW-LEE-EIT)
K - Kilo (KEY-LOH)
L - Lima (LEE-MAH)
M - Mike (MIKE)
N - November (NO-VEM-BER)
O - Oscar (OSS-CAH)
P - Papa (PA-PA)
Q - Quebec (KEH-BECK)
R - Romeo (ROW-ME-OH)

S - Sierra (SEE-AIR-RAH)
T - Tango (TANG-GO)
U - Uniform (YOU-NEE-FORM)
V - Victor (VIK-TAH)
W - Whiskey (WISS-KEY)
X - X Ray (ECKS-RAY)
Y - Yankee (YANG-KEY)
Z - Zulu (ZOO-LOO)
PHONETIC NUMERALS
1 - One (WUN)
2 - Two (TOO)
3 - Three (TREE)
4 - Four (FOW-ER)
5 - Five (FIFE)
6 - Six (SIX)
7 - Seven (SEV-EN)
8 - Eight (AIT)
9 - Nine (NIN-ER)
0 - Zero (ZEE-RO)
PROCEDURE WORDS (PROWORDS)
Procedure words or phrases, which have been assigned a meaning for

the purpose of expediting message handling over radios. Understanding


the following PROWORDS and their respective definitions is the key to
clear and concise communication procedures.
THIS IS: This transmission is from the station whose designation
immediately follows.
OVER: This is the end of my transmission to you, and a response is
necessary. Go ahead and transmit.
OUT: This is the end of my transmission to you and no answer is
required or expected. Since OVER and OUT have opposite meanings,
they are never used together.
ROGER: I have received your last transmission satisfactorily and
understand it.
WILCO: I have received your last transmission and will comply. Since the
meaning of ROGER is included in that of WILCO, these two prowords
are never used together.
SAY AGAIN: I did not receive or understand your last transmission,
repeat all of your last transmission, or use with ALL AFTER or ALL
BEFORE. Do not substitute SAY AGAIN for REPEAT, REPEAT is a
proword specific to call for fire.
WAIT OVER: I must pause for a few seconds.
WAIT OUT: I must pause for longer than a few seconds. I will call you
back.
INTERROGATIVE: Request a confirmation or question.
BREAK: I have a long message to transmit and I need to break it up into
sections so that you receive all of it. When you hear BREAK on the radio,
do not key up your radio and begin to transmit a response. BREAK on
the radio is simply just a pause.
READ BACK: Repeat this entire radio transmission back to me. Can also
be used as a response to a read back instruction.
CORRECTION: I have made an error in this transmission. Transmission
will continue with the last word correctly sent.
RADIO CHECK: I want a response indicating the strength and readability
of my transmission.

FORMATTING AND SENDING A MESSAGE: Before any unit begins a


tactical evolution, each station will be assigned specific call signs in order
to identify themselves and to be contacted by other stations. Additionally,
specific frequencies will be assigned to every station to monitor.
The following is an example transmission of a radio check conducted by
E-2-A to E-2-B:
"E-2-A, THIS IS E-2-B, RADIO CHECK, OVER"
"E-2-B, THIS IS E-2-A, ROGER, OVER"
"E-2-A, THIS IS E-2-B, ROGER, OUT"
When contacting distant stations, ensure you maximize the use of
prowords and adhere to the following:
Transmit clear, complete, and concise messages.
Speak clearly, slowly, and in natural tone, enunciate each word.
Listen before transmitting to avoid interfering with other transmissions.
Do NOT break in on another station while they are transmitting.
Do not use profanity on the radio.
Do not use personal names on the radio.

7. Medical Procedures (ACE Wounds)


Rules to Medical Gear
Unless you are filling the role of CLS (Combat Life Saver) then your standard
medical gear is limited to 2 bandages and 1 compress or 3 bandages. THATS IT.

Communication
If you get hit, say, Im hit!
If a squad mate goes down, say, (name) is down!
Checking injuries on self
Use your ACE Self Interaction keybind to bring up the ACE Self Interaction
menu.

Click on Treat Wounds and administer the necessary treatment


Treat yourself before attempting to treat others.
Fireman Drag or Carry
The Drag is where you grab a teammate who is down by the collar and pull him

with your gun up facing where enemies are coming from. Slower but you have a
lower profile.
Use your ACE Interaction key on your teammate and select drag if
unconscious and help walk if conscious.
The Fireman carry is where you put your team mate on your shoulders and carry
him. Faster, but more dangerous as your profile is much higher.
Use the same process that you would if you were trying to drag the
wounded teammate.
Then just use your scroll menu to select Carry.
The scroll menu is also used to Drop whoever you are carrying.
If it is too dangerous for the Corpsman to come in so you need to pull your
team mate out. Do it with a buddy, never alone or else youll both end up on the
ground.

Checking injuries on others


This is done with your ACE Class Interaction key (not your self-interaction key).
Simply use this key bind to Examine the individual in front of you and administer
one or more of the following if needed:

CPR

When giving CPR in Arma 2, you increase the time it takes to die, and
allow the Corpsman more time to get to the wounded.

Bandage/Compress wound
Bandaging or compressing wounds in Arma 2 will stop the bleeding out
process preventing the recipient from passing out. Use compress for
more serious wounds.

Inject Morphine (Time allowed before passing out)


Injecting morphine in Arma 2 will prevent an injured player from passing

Inject Epinephrine
Injecting epinephrine in Arma 2 will wake the player up if they have

out as well as stopping pain.


*This is only to be carried and used by Corpsman or Combat Life Saver
(CLS) certified and designated personnel only.

passed out and prevent them from passing out again.


*This is only to be carried and used by Corpsman or Combat Life Saver
(CLS) certified and designated personnel only.

Medevac/Casevac
For our purposes a Casevac would be used when the nearest available

corpsman is too far away to justify waiting or carrying.


Make sure whatever vehicle is being used for the Casevac has security provided
by either your teammates or other personnel.
Depending on the vehicle either use your scroll menu or ACE interaction key on
the vehicle while carrying or dragging the wounded person to load them in.

8. Enemy Weapons Familiarization


Identification/Capability of weapons
AKM
An upgraded version of the AK-47 rifle.
7.62x39mm, Semi and Full, 30 round magazine.
Most common and prolific variant of the entire AK series of firearms and

AK-74

it has found widespread use.


Max effective range is 400m.
Comes in a folding stock variant called the AKMS.

Replacement for the earlier AKM.


It uses a smaller intermediate cartridge, the 5.4539mm, Semi and Full,
30 round magazine, (Brown Mag, Different Muzzle).
Max effective range is 625m.
Comes in a folding stock variant called the AKS-74.
AKS-74U
Shorter carbine variant of the AKS-74.
Max effective range is around 350m.

AK-74M
Modernized variant of the AK-74 (all black).
Standard issue Russian service rifle.
PKM
Russian GPMG (General - Purpose Machine Gun).
7.6254mmR, Belt Fed 100 round box.
Max effective range is 1500 meters.
PKP
Modernized version of the PKM (all black).
Standard issue Russian medium machine gun.

RPK
Russian made light machine gun.
7.62x39mm, Semi and Full, 75 round drum magazine.
Max effective range is around 800 meters.
RPK-74
Russian made light machine gun.
5.45x39mm, Semi and Full, 45 round box magazine.
Max effective range is around 800 meters.

RPK-74M
Modernized version of the RPK-74 (all black).
Standard issue Russian automatic rifle.

RPG-7
Shoulder launched, anti-tank rocket propelled grenade launcher.
Most widely used anti-tank weapon in the world.
Max effective range is from 350 to 600 meters depending on type of
round.
Most rounds self-detonate after 1000 meters.

DShK
Russian made Heavy Machine Gun (HMG).
12.7108mm cartridge, 100-200 round belt.
Max effective range is 2000 meters.
Kord
Russian made Heavy Machine Gun (HMG).
12.7108mm cartridge, 50-100 round belt.
Max effective range is 2000 meters.
Has a stock and is longer than the DShK.
SPG-9
Russian tripod-mounted man-portable, 73 millimetre calibre recoilless
gun.

Max effective range is 1500 meters.


AGS-30
Russian made automatic grenade launcher.
30mm, 100 round drum.
Max effective range is 2300 meters.
GP-25/GP-30
Underbarrel grenade launchers for AK series weapons.
40mm caseless grenade.
Max effective range is around 400 meters.
Lee Enfield
Bolt-action magazine fed repeating rifle.
.303 MKIII, 10 round SMLE clip.
Effective range around 600m, Max range 2000 meters..
KSVK
Russian designed anti-material bullpup sniper rifle.
12.7x108mm, Bolt Action, 5 round detachable box magazine.
Max effective range over 1200 meters.
SVD Dragunov
Russian designed semi-auto sniper rifle/DMR.
7.6254mmR, 10 round detachable box magazine.
Max effective range is 1300 meters.
FN FAL
Belgian selective fire battle rifle.

7.62x51mm NATO, Semi and Full, 20 round detachable box magazine.


Max effective range is 700 meters.
M16A2/M203
Older version of the M16 with a fixed carrying handle and no rail system.
Has been almost completely phased out in the US military but can still be
found in use by other nations militaries, professional and unprofessional.

SAIGA 12
Russian made semi-auto 12 gauge shotgun.
8 round detachable box magazine.

DAY 2 - Common Skills


1. Formations
Note: If you are having trouble keeping up with your teammates in a formation, it is likely
due to not having your Fast Walk set up properly. (See Recruit Training document on
how to set this up)

Column
Permits rapid, controlled movement.
Favors fire and maneuver to the flanks.
Vulnerable to fire from the front and provides the least amount of fire to the front.
[R]
[FTL]
[AR]
[AAR]
Staggered Column
Permits rapid, controlled movement.
Favors fire and maneuver to the flanks.
Vulnerable to fire from the front and provides the least amount of fire to the front.
........[R]
[FTL]
........[AR]
[AAR]
Line
Permits the most firepower forward.
Extremely weak to fire from flanks.
Minimum fire power to the flanks.
[R].. [FTL].. [AR].. [AAR]
Wedge/Squad Wedge
Favors fire to the front and flanks.
AR should be placed on the weak side of the formation.
........[R]
[FTL].....[AR]
..................[AAR]
Echelon Left/Right
Heavy firepower to the front and echeloned flank.
Used to protect an exposed or open flank.
[R]
....[FT]
........[AR]
............[AAR]
Skirmishers Left/Right

Maximum firepower to the front.


Used when location and strength of the enemy are known, during an assault or
mop up, and crossing short open areas.
........[AR]........[R]
[AAR].......[FTL]

Diamond (Marine Wedge)


Permits good control and all-round security.
Formation is flexible.
Adequate fire in all directions.
Fire Team Leader and Automatic Rifleman are interchangeable.
............[R]
[AAR].........[AR]
..........[FTL]

2. Fire and Maneuver


Bounding and Overwatch
Used to cover open ground quickly while still providing protection.
Covering units are authorized to fire if targets pop up. Moving units be aware of
moving across covering arcs.

Three second pass if in open terrain. Im up, they see me, Im down!
Alternating Bounds
A faster way to move, but is less safe. Think of it as a leap frog movement. Each
element moves past the other.

Successive Bounds
A slower but safer way to move. Each element plays catch up. The element that
moves first is never moved past. All other elements have to stop at their position
or line of their holding point.

Peeling
Used to disengage from contact and move toward cover while providing returning
fire.

Verbalize; Moving, Set.


Once under cover the Fire Team Leader or Squad Leader continues the mission.
Contact Disengage
The Overwatch, Bounding Overwatch, and Peel can be used to disengage.
Continue to put guns on target otherwise the disengagement can become a
route.

Squad and Fire Team Rushes


Successive and Alternating bounding on a fire team and squad level principles
still apply. A base of fire element covers a maneuver element and then alternates
as you move.

Use of Smoke for Maneuvering


Use smoke to cover large open areas that your team may need to cross to
conceal your movement.

3. Offensive and Defensive Fundamentals


Offensive
Assault: The assault element provides rear security during movement and also

acts as the maneuver element of the patrol.


Support: The support element executes tasks that the squad can not with the
equipment that they have organic to them.
Security: The security element provides security to the front during movement
as well as screening in front of the patrol from 10 o'clock to 2 oclock.

Defensive

Repelling Counterattack
Find higher ground and give your team an advantage over the enemy.
Getting up in buildings and on ridges that offer good defilade are good
choices.

Egressing
The act of pulling back when your team becomes too overwhelmed or
out-numbered by enemy fire. Essentially bounding backwards, one team
acts as the base of fire to cover the maneuvering team as they fall back
and then cover the other team as they fall back as well.

4. Team Communications
Proper Target ID and Relaying Information (ADDRAC)
Alert - (See different types of contacts below)
Direction - Compass bearing; Cardinal direction; Left, Right, Front, Rear;
Tracers; Reference point; or Clock face
Description - Type of target; Foot mobile, Light armor, Tank, etc.
Range - Distance to target (exact if possible, estimated if not)
Assignment - Leaders assign who will engage what and with what
weapon systems
Control - Leaders determine when to give the order to fire if not already
engaged.
Difference between contact, movement, civilian, friendly
Contact = I see or am being engaged by an enemy that poses an
immediate threat.
Movement = I see movement by an unknown person that poses a
possible threat.
Civilian = I see a civilian that poses no threat.
Friendly = I see a friendly unit.
ACE Report
When pulling security after an engagement team/squad leaders should
request an ACE report. ACE stands for ammunition, casualties, and
equipment (more specifically any sort of special equipment). The reports
are taken by the team/squad leader and sent to the squad/platoon leader.
SALUTE Report
Size
Activity
Location
Unit (type)
Time
Equipment
Echoing orders
Self explanatory, simply repeat the orders out loud down the line passed from the
fire team leader.

5. Cover and Concealment


Cover
Allows you to not be seen, and protects from rounds (of a certain size). What is
defined as cover is based upon what you are trying to hide from. A concrete wall
can probably stop a pistol round, but its not going to stop a tank round.

Concealment
Allows you to hide yourself, but DOES NOT protect you from anything. Such as a
bush.

Defilade
This one is important. It puts cover in front and above you. Basically, if you come
upon a slope or a ditch and hide in there, you are covered from direct fire (but not
indirect) and concealed from the air until they are directly on top of you. However,
your back side is exposed so you need to switch if theyre coming from behind.

Skylining
This is the act of standing on a hill and having the sky as your background
instead of the hill. This makes you very easy to spot. So do not crest hills unless
you are prone if you can help it.

DAY 3 - Common Skills


1. Mounting and Dismounting

Mounting
Line up with your gear ready to go for the mission. Should basically be a line

Dismounting
Await permission and ordered to disembark the vehicle. Permission comes from

the driver/pilot, and orders come from your leader.


Clear the vehicle making sure to not walk behind it if it is a helicopter. The tail
rotor WILL KILL YOU.

Insertion
When youre approaching, be ready to step off. You will usually be given an order

facing towards the vehicle, waiting.


Await permission and orders to mount the vehicle. Permission comes from the
driver/pilot, and orders come from your leader.
Load order: Rifleman, Assistant AR, AR, FTL, etc. (basically lowest to highest)

Evac

to disembark such as being given numbers or by fire teams or squads.


Get out and get spacing from the vehicle. A count of 5 is good practice and
pick up a sector. Remember, you want 360 degree security, so try to watch
somewhere else other than what people are already watching. Calling your
sector helps as well to avoid double coverage.
Set up 360 degree security around the zone the vehicle will be picking you up in
and let the zone be big enough that the vehicle can land/drive into your security
and not hurt anyone.
Once the vehicle has arrived, its just like Embarking on base. Lowest to highest
with permission and orders be given first. Except this time, you have to tell
people when you get on, so that the next person can automatically move to get
onto the helicopter.

HMMWV
Seats 5 including gunner and driver positions
MRAP
Seats 11 including gunner and driver positions
MTVR

Seats 13 including the driver position


AAVP
Seats 19 passengers
UH-1Y Venom
Seats 7 passengers
CH-53E Super Stallion
Seats 31 passengers

CRRC
Seats 5 including driver position

2. Land Nav
Map Reading
Identifying terrain features such as, hills, contour lines, ridges, saddles, bowls,
buildings, rocks, roads, cliffs, forests.

Zoomed out the map will have a grid of 1km by 1km.


Zoomed in the map will have a grid of 100m by 100m.
Coordinates
4-Digit Coordinates
Indicates a 1km x 1km area.
Not accurate.
Written/Read as "####"
Example: "9238" :: 92 across the top | 38 along the side
6-Digit Coordinates
Indicates a 100m x 100m area.
Fairly Accurate.
Written/Read as "######"
Third number is taken from within the 1km of the first two numbers.
Sixth number is taken from within the 1km of the 4th and 5th numbers.
Example: "564214" :: 564 across the top | 214 along the side
Quadrant Reference
Indicates a 50m x 50m area.
Accurate.
Reference number derived by projecting a North East South West
compass rose onto the grid square.
Written/Read as "###### NW/NE/SW/SE Quadrant"
-Example: "857547 NE" or "857547 NE Quadrant" :: 857 across the top |
547 along the side | NE Quadrant indicates the upper right section inside
the grid.
8-Digit Coordinates
Indicates a 10m x 10m area.
Precise.
Reference number derived by projecting another 10x10 grid onto the
100m x 100m grid square.
Usually must be eyeballed.
Written/Read as "########"
Fourth number is taken from within the 100m of the first 3 numbers.
Eighth number is taken from within the 100m of the 5th through 7th
numbers.
Example: "56432146" :: 5643 across the top | 2146 along the side.

Compass
The Arrow
The Arrow and heading numbers always point North.
The heading under the line is the way you are facing.
View Slot
Look through the slot at an object/target and the heading can be read.
Compass
Correlation

Continue looking at the target or Reference Point (Hereby known as RP).

Open the map without looking away and the compass will be set to the
same heading as the out-of-map compass.

Situational Awareness
Scanning
When taking a break for breath or stopping at cover, scan to look for

targets.
Scan 360 Degrees when moving alone.
Use Binoculars or Scope to check possible targets at a distance.
Always try to scan from right to left.

3. MOUT

Moving in an urban environment


360 degree security
The act of making sure the fire team has a 360 degree sector coverage
preventing the fire team from being flanked from any direction.

Buddy teams
Rifleman/Fire Team Leader & Automatic Rifleman/Assistant Automatic

Crossing a street
One buddy team pulls security down the street while the second team

Rifleman.

Threats in the MOUT Environment


Roads are the enemies most likely avenue of approach and are also

crosses and sets security on the opposite side allowing the first team to
then cross as well.
When maneuvering in a squad sized element, instead of buddy teams
pulling security and crossing, one fire team will secure the street while
the rest of the squad crosses.

patrolled by enemy vehicles and armor. When possible, maneuver


through backyards, alleyways, or any alternative routes that are
available.
When moving through a MOUT environment, it is not necessary to
clear every building. Unless the mission specifically calls to search and
clear all buildings in the AO, only breach buildings that are suspected
of holding enemy combatants, or that have enemy contacts directly
engaging friendly forces.

Calling Danger Zones


Alleys
Streets
Open doors and windows
Overwatch and Bounding in MOUT
Assault, support, and security elements
Inner and outer cordon
The inner cordon element keeps the enemy inside a designated

building or area.
The outer cordon element keeps the enemy out of a designated
building or area.

Covering danger areas


The standard of movement in a MOUT environment should nearly
always be some form of bounding, especially while in a combat situation.
Whether its in 2 man teams while a fire team is moving, or bounding by
team while a whole squad is moving, there should always be a cover
element and a maneuver element in place while moving through an
urban environment.

Building and Room Clearing

Stacking order
Rifleman, Fire Team Leader, Automatic Rifleman, Assistant Automatic

Rifleman.
Note: The stacking order is not strictly set. It is flexible depending on the
circumstances and situation.

Pointman responsibilities
Hooking and Pie-ing around corners and doors.
Calling out targets and danger areas.
Outside Security
Usually set up by the AR and AAR when it is not necessary for the whole
Fire Team to clear the room or building.

Breach and Clear


Flashbang
Non-lethal breaching option if civilians are present, or the presence is
unknown inside the structure. This is the normal and preferred method of
breaching.

Frag

Lethal form of breaching used if no civilians are present and there is a


known enemy presence inside the structure.

Tear Gas
Non-lethal breaching option if civilians are present, or the presence is
unknown inside the structure.

4. Convoy Operations
Vehicle and Crew-Served Weapons Familiarization
HMMWV
Mk19
M2 .50
M240B
Seats 5 (including the driver and gunner positions)
MRAP
M2 .50
Seats 11 (including driver and gunner positions)
MTVR
Seats 13 (including the driver position)
Gun Orientation
The gunners should always be alternating which side of the convoy they are
watching. Starting with the lead vehicle watching the front, 2nd vehicle watching
the left, 3rd vehicle watching the right, etc...
The very last vehicles gun should always be pointed to the rear of the convoy.

Reaction to contact
Herringbone Formation
Pulling ~10 meters off the road, left to right, alternating with each vehicle
in the convoy. Lead vehicle pulls off to the left, 2nd vehicle pulls off to the
right, 3rd vehicle pulls off to the left, etc...

Pushing Through Contact


Drivers should push through contact when there is absolutely no
sufficient cover to allow dismounts or for the vehicles protection. Or, if
the orders are to push through.

Moving to Cover/Defilade
If available, upon receiving fire, drivers should move to the nearest cover
to protect the vehicle and allow Marines to dismount while still exposing
the gunner to effectively return fire.

Mounted Operations
Dismounting and Maneuvering With Vehicles
Always leave a driver and gunner in the vehicles. The exception to this

being if the vehicle is stopped for an extended period of time, at which


point the drive may dismount and stay adjacent to the vehicle.
Always have the vehicle escorted(usually the rest of the vehicles
fireteam). Infantry should always move ahead of the vehicle to clear
corners, openings, and down street crossings. A vehicle, whether it is a
HMMWV or a tank, should never be the lead element during mounted
operations in an urban area.

Utilizing a Vehicle to Stabilize Weapons


As well as being effective cover, vehicles are great for mounting
weapons. Whether its an M4 or M249, most surfaces of most vehicles
can be used for stabilization(ACE function). HMMWV hoods are
especially suited to this task, as they completely cover the lower 2/3s of
your body and are at the perfect height to stand and shoot.

Using a Vehicle for Cover


When vehicles are effective cover
When receiving small arms fire.
When vehicles arent effective cover
When enemy tanks, aircraft, or rockets are firing at you. Anything that
can destroy the vehicle renders the vehicle ineffective for cover.

DAY 4
1. Field Training Exercise (FTX Pop Your Cherry)
Isolated mission that encompasses all of the common skills the 03XXs learned
throughout ITB to test their newly acquired knowledge and skills in a controlled
environment.
2. Graduation