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15th MEU (SOC) Realism Unit

Instructor’s Manual

This publication is a work of fiction to support Contributors:


operations for the 15thMEU(SOC) Realism Unit; a video J. Gaden
game community of enthusiasts.
Any similarity to real documentation is coincidental and
T. Sierra
not intended to deceive the reader or imply official C. Hoagland
sanction by government bodies. B. Bass
TABLE OF CONTENTS

Recruit Training - Basic Skills


1. Mission & Organization of the 15th MEU
2. History, Customs, and Courtesies
3. Policies & Procedures
4. Basic Weapons Familiarization
5. Mounted and Handheld Optics
6. Bullet Drop Compensator Familiarization
7. Marine Corps Vehicle Familiarization
8. Radios and Radio Communication
9. Weapon Demonstration

SOI DAY 1 - Common Skills 101

1. Loadouts
2. Fire and Maneuver
3. Advanced Combat Environment (ACE) and ARMA 3 Equipment/Movement Functions
4. Medical Procedures (ACE Wounds)
5. Cadence of Fire and AT Firing Procedure
6. Fire and Maneuver Exercise

SOI DAY 2 - Common Skills 102

1. Enemy Weapons Familiarization Course


2. Enemy Vehicle Familiarization Course
3. Formations
4. Patrolling Fundamentals
5. Team Communication
6. Grenade Range
7. MOUT (Military Operations in Urban Terrain)

SOI DAY 3 - Common Skills 103

1. Mounting and Dismounting Procedures


2. Convoy Operations
3. Land Navigation

SOI DAY 4 - FTX

1. Field Training Exercise


2. Graduation
Recruit Training - Basic Skills

Ensure all recruits have been accepted as a member of the unit by either requesting their
applications be posted in chat, or by performing a roll call by looking through the
sign-ups on your sign-up thread. The latter is recommended, as it also performs a
mic-check.
Check everyone's TS description to ensure they all have the TFAR plug-in installed
correctly. (You need to have your plug-in enabled in order to see this)
Afterwards, load all of your students into the server before beginning class to ensure
everyone's mods are working. If someone is unable to connect due to mod-related
issues, inform them to sign-up for another class. We cannot hold back a class of 10
others for one person. (If the issue is known and will only take a minute to resolve, then it
is at your discretion)

Prerequisites:

● Has been accepted as a member of the unit


● Required mods installed correctly
● TeamSpeak version is correct
● Has a working microphone

Introduction

"Hello and welcome to the 15th Marine Expeditionary Unit, Realism Unit, recruit training. I am
(*Rank, Name*) your recruit training instructor for today and I will be helping you in your first
step into this unit. In this training evolution I will teach you the basics of operating as an
E-Marine within the 15th MEU realism unit. If at any time you have a question do not interrupt
during any portion of teaching. You may type a Q or C in side chat if you have any questions or
comments (demonstrate for new recruits). Today we will cover, Mission & Organization, History,
Customs, & Courtesies, Policy & Procedures, Marine Corps Weapon Systems/Optics, Marine
Corps Vehicle, as well as conducting a Weapon Demonstration and Familiarization course and
a Radio Prowords and usage class. Does anyone have any questions before we get started?”
1. Mission & Organization of the 15th MEU

Introduction to our MEU.

The mission statement of the 15th MEU is to simulate a Marine Corps environment using real
world Marine Corps tactics and organization.

You can compare the 15th MEU to a WWII or Civil War re-enactment unit. We portray Marines
in a MEU.

○ History of our 15th MEU

● Cols Savage & Schultz are the founders and had the original idea of creating the 15th
MEU for Armed Assault.
● Savage & Schultz were members of the 22nd MEU for BF2: Project Reality when they
started playing Armed Assault.
● The leadership of the 22nd MEU did not wish to open an ArmA division and had even
dropped their Project Reality division. Not wishing to return to vanilla Battlefield 2,
Savage & Schultz left and began discussions of starting their own unit.
● They hosted ArmA games on each other’s computers for a few months, began work on
policies and procedures, prepared a Ventrilo server and got the game servers stood up.
Then on June 21st, 2007 the forums went up and we started actively recruiting. Thus the
15th MEU for Armed Assault was officially born.

○ The Marine Air Ground Task Force concept.

● MAGTF (Pronounced - “Mag-Taff”) - The Marine Air Ground Task Force is the primary
concept of the Marine Corps and refers to the combined operation of normally separate
types of units into forward deployable fighting forces of various sizes.
● The MEU (Pronounced Mew) - The Marine Expeditionary Unit is one of the smallest
combined arms units under the MAGTF concept. Other larger units are the Marine
Expeditionary Brigade (MEB) & the Marine Expeditionary Force (MEF).
● There are seven real world MEU’s; the 11th, 13th & 15th out of the west coast; the 22nd,
24th & 26th out of the east coast; And the 31st MEU stationed in Okinawa, Japan.
● MEU's have a six month work up period where the combined arms units begin training
separately then gradually integrate, culminating in final certification exercises to get their
Special Operations Capable (SOC) designator prior to deployment.
● After the work-up they go onto deployment as a forward deployable force capable of
conventional missions or special operations.
● MEU’s are typically deployed in an Amphibious Readiness Group with the ARG
composed of an Amphibious Task Force (naval ships) & a Landing Force (the MEU).
The Amphibious Task Force consists of:
○ Amphibious Assault Ship (LHD or LHA)
○ Amphibious Transport Dock (LPD)
○ Docking Landing Ship (LSD)
○ Our Amphibious Task Force ships in Arma are:

● USS Fallujah (LHD)


● USS Matthew Barton (LHD)
(named after a long term 15th member whom passed away in 2012.)
● USS Everett (LPD)
(an in-house addon developed specifically for the MEU.)

○ MEU Organization - Real world MEU's are divided into four distinct elements.
Our three main elements are:

○ Command Element:

Consists of the headquarters units for a real-world MEU. In the 15th MEU the CE consists of the
Command Staff, which is the organization's decision-making body, and the Headquarters Staff,
which are the collateral duty billets to assist in the day to day operation of our MEU.

○ Command Staff:

● The MEU Commander is responsible for the coordination and control of all ground
forces.
● The MEU Executive Officer is responsible for the functioning of the Headquarters
Company Staff & assumes the duties of the MEU Commander in his absence.
● The MEU Sergeant Major is responsible for the training and wellbeing of all enlisted
members of our 15th MEU.
● The Command Staff also has several personnel from different leadership positions
across the unit to help with the decision making by providing their specific insights.

○ Headquarters Staff

● S-1 Section - Personnel: Maintain personnel information, tracking stats on promotions,


transfers, as well as awards.
● S-2 Section - Intelligence: Record information based on the logistic of deployment
operations to create new deployment operations for the unit to undertake.
● S-3 Section - Operations: Responsible for the training of the unit as a whole, this
includes entrance training such as recruit training and all SOI schools. As well as setting
and monitoring training goals during the field training exercise period. Additionally, they
operate as the strategic planners for unit movements in a deployment setting.
● S-4 Section - Logistics: Operate to maintain the unit's official modpack and additionally act
as the “Zeus Controllers” during all FTX and deployment missions.
● S-5 Section - Civil Affairs: Operate as internal and external public relations
correspondents.
○ Ground Combat Element

The Ground Combat Element (GCE) consists of an infantry battalion (reinforced) with a tank
platoon, force reconnaissance platoon, Law Enforcement Detachment, amphibious assault
vehicle platoon, and other combat units. These units are organized into what is called a
Battalion Landing Team (BLT). The primary unit for our 15th MEU is the 2nd Battalion 4th
Marines “Magnificent Bastards” and is so designated BLT 2/4.

○ Echo and Fox Companies are our infantry elements.

● They have four platoons. 1st, 2nd and 3rd Platoon are called a rifle platoon. Rifle
platoons have three squads. Each squad consists of three smaller elements called
fireteams.
● The two companies also contain a weapons platoon. These are the heavy hitters contain
a machine gun section of M240s, an assault section of Mk153 MOD 0 SMAWs, and a
mortar section.

Mission of the GCE - To locate, close with, and destroy the enemy, by fire and maneuver, or
repel the enemy assault by fire and close combat.

○ Billets in a rifle platoon

● Platoon Commander
Commanding officer of the platoon, his responsibilities are to maintain the administrative
responsibilities of the platoon and its personnel. As well as acting as the leader of the
platoon during field operations.
● Platoon Sergeant
The senior enlisted man in the platoon he is the platoon leader's second. His
responsibility is to maintain the personnel’s wellbeing as well as training standards.
● Squad Leader
The squad leader has three fireteams under his command, he executes the orders of the
platoon leadership.
● Fire Team Leader
The team acts as the grenadier of the team. As well as leads his fireteam and conducts
the order of his squad leader.
● Automatic Rifleman
The AR operates and deploys the automatic rifle of the team. This weapon system can
either be a M249 SAW or an M27 IAR. His primary responsibility is the suppression of
the enemy.
● Assistant Automatic Rifleman
The assistant to the automatic rifleman, he acts as the AR’s buddy in maneuvering as
well as humping ammunition and providing ranges when necessary.
● Rifleman
Acts as the point man of the team he is always in the front of the formations during
movement and carries the team's anti-armor weapon.
○ Billets in a weapons platoon

● Platoon Commander
Commanding officer of the platoon, his responsibilities are to maintain the administrative
responsibilities of the platoon and its personnel. As well as acting as the leader of the
platoon during field operations.
● Platoon Sergeant
The senior enlisted man in the platoon he is the platoon leader's second. His
responsibility is to maintain the personnel’s wellbeing as well as training standards.
● Section Leader
The section leader's responsibility includes the administrative duties of his section and
his sections dedicated weapon system. He is responsible for the training and
employment of the sections weapons. As well as following the orders of his platoon
leadership.
● Squad Leader
A weapons squad leader responsibilities include maintaining the squad's training
aspects of their designated weapon and following the orders given by his section leader.
● Team Leader
Team leader directs the weapons team in its employment of its organic weapon systems,
by following the orders of his superior squad leader.
● Gunner
The gunner is the triggerman of his organic weapon system. His responsibility is to
understand all facets of the weapon in order to employ it to its highest potential.
● Ammoman
The ammoman is responsible for assisting his gunner in any duties needed. He humps
ammo as to lighten the load for his gunner. He is also responsible for fetching ranges on
targets so his gunner may engage accurately.
● Mortar Squad Leader
A mortar squad leader receives the calls for fire from whatever station needs the indirect
support. He then calculates the fire solution to for the assistant gunner to input to.
● Assistant Gunner
Manipulates the actual tube by the order of his squad leader.

○ Law Enforcement Detachment

● Military Police detachment is responsible for providing security and other combat support
to all detachments in the GCE. They can also be used for HVT/EPW and evidence
escort.
● LED also contains two Explosive Ordnance Disposal (EOD) teams consisting of three
bomb technicians for disarming and disposal of explosives in the field.
● LED is housed under the MEU HQ and ran by its own command.
○ The Company Medical Team

(CMT) consists of dedicated medical personnel, Corpsmen, for medical support on all
operations. Each squad and platoon HQ is assigned a permanently attached corpsman.
The CMT, while integrated into GCE structure, is still run by it's own command which sits
at Company HQ Level.

● Corpsman are navy personnel directly attached to Marine platoons.


● Each platoon has one platoon corpsman as well as a corpsman for each squad.

○ Supporting elements

● 2nd Platoon, Delta company, 1st Tank Battalion


which provides us with up to four M1A1 main battle tanks.

● 1st Platoon, Bravo Company, 3rd Assault Amphibian Battalion


provides the MEU with up to nine AAV7's for amphibious operations and transportation.

● 3rd Platoon, Force Reconnaissance Company


3rd Platoon is our Force Recon Company. They are housed under the MEU's command
staff. Like the Company medical team, they're an independent section run by their own
command. They currently field a single FORECON platoon.

○ Air Combat Element

consists of a Marine medium-lift tiltrotor squadron reinforced with elements from a


Marine light attack helicopter squadron, Marine heavy helicopter squadron, and a
detachment from either a Marine fighter squadron or a Marine attack squadron. In the
15th, we have:

● HMLA - 369 Gunfighters provides up to four AH-1 Zulu attack helicopters and up to
three UH-1 Yankee utility helicopters.
● HMH - 465 Warhorse provides up to four CH-53 Super Stallion heavy transport
helicopters.
● VMFA - 211 Wake Island Avengers provides us with up to six F-35 fighter jets.
2. History, Customs, and Courtesies

All militaries of the world look uniform and have a standard form of dress. This makes them look
professional and uniform. No different in the 15th MEU. **The uniform is just how our names
are displayed in-game and on TS**

The format for your name in the 15th MEU is simply your rank abbreviation followed by a space
and then your last name. Only deviation is when there are two or more people in the 15th with
the exact same last name. Then the format is to add the person's first initial followed by a
period, a space, then the last name. Ex: Pvt J. Smith.

No period after the rank. For in-game do not place tags at the end of the name.
The game will automatically place your tag and logo information on by use of an XML if set up
properly once personnel have processed you in fully.

○ In-game Uniform Regulations.

When at any official 15th MEU training event or whenever representing the 15th MEU you are to
be in an appropriate in-game uniform. Remember that when “in uniform” you are a direct
representation of the 15th MEU so behave accordingly. **Stress this**
You may customize your face slightly with normal things such as military regulation grooming
standards (no beards) face paint and approved eyewear. A list on this can be found on the
forums. All face customization (facial hair, etc.) may differ depending on your billeting in the unit.

○ Groups of ranks
Staff Company
Noncommissioned Field Grade
Enlisted Noncommissioned Grade
Officers (NCO) Officers
Officers (SNCO) Officers
O-1
E-6 O-4
E-1 E-4 Second
Staff Sergeant Major
Private (Pvt) Corporal (Cpl) Lieutenant
(SSgt) (Maj)
(2ndLt)
O-2 O-5
E-2 E-7
E-5 First Lieutenant
Private First Gunnery Sergeant
Sergeant (Sgt) Lieutenant Colonel
Class (PFC) (GySgt)
(1stLt) (LtCol)
E-8
E-3 Master Sergeant O-3 O-6
Lance Corporal (MSgt)/ Captain Colonel
(LCpl) First Sergeant (Capt) (Col)
(1stSgt)
E-9
Master Gunnery
Sergeant
(MGySgt)/
Sergeant Major
(SgtMaj)
○ Corpsmen, coming from the Navy, follow the naval rank structure and are as follows:
Staff
Company
Noncommissioned Noncommissione Field Grade
Enlisted Grade
Officers (NCO) d Officers
Officers
Officers (SNCO)
E-4 E-6 O-4
E-1 O-1
Petty Officer Third Petty Officer First Lieutenant
Seaman Recruit Ensign
Class Class Commander
(SR) (ENS)
(PO3) (PO1) (LCDR)
E-2 E-5 E-7 O-2
O-5
Seaman Petty Officer Chief Petty Lieutenant
Commander
Apprentice Second Class Officer Junior Grade
(CDR)
(SA) (PO2) (CPO) (LTJG)
E-8
E-3 Senior Chief O-3 O-6
Seaman Petty Lieutenant Captain
(SN) Officer (LT) (CAPT)
(SCPO)
E-9
Master Chief
Petty
Officer
(MCPO)

○ Forms of Address

● Private and Private First Class can be referred to as Private. Though you more often
hear Private First Class referred to as PFC.
● Medical personnel are Corpsmen, Medics are Army and Air Force terms. Marines have
no medical personnel they come from the Navy.
● There are no Sarges in the Marine Corps only in the Army. A Marine is a Sergeant, Staff
Sergeant, Gunnery Sergeant and so on but never a Sarge. Also, a Sergeant is one
grade, E-5 and E-5 alone.
● 2nd and 1st Lieutenants can be addressed as Lieutenant.
● Lieutenant Colonels can be shortened to Colonel for conversation.
● When talking to a person of a higher rank, address them by either their rank or their rank
and last name. You can call officers sir if you want but it is not required. NCO's and
SNCOs should not be addressed as sir.
● When talking to a person of a lower rank the same rules apply with the addition of either
Mister and their last name or just by their last name. Example: Mr. Shoemaker.

○ Courtesies

● While engaged in official unit activities in TeamSpeak: "Attention on Deck" is the


command given when a senior officer enters a TeamSpeak channel. The command is for
everyone in the TeamSpeak channel to remain silent to allow the officer to pass on any
information if necessary.
● Once the officer passes on his information or gives an indication that he has nothing to
pass on such as stating, "Carry On" then you may resume communications as normal.
● The above courtesy can be disregarded during combat operations. However, it's still
polite to give them a greeting.
**It should be noted that saluting is never done in the unit because we are simply too big
to fit on one server for unit formations. Additionally, there is no saluting in the field.**

These courtesies are not mandatory while not engaged in official unit activities.

○ Customs & History

● The Marine Corps was created on 10 November 1775 in Philadelphia, Pennsylvania at


Tun Tavern by a resolution of the Continental Congress, which ordered Captain Samuel
Nicholas to "raise two battalions of Marines." He became the commander of these two
battalions and is traditionally considered the first Commandant of the Marine Corps.
● In 1868 the Marine Corps adopted an emblem that consisted of an eagle, a globe, and
an anchor. Brigadier General Jacob Zeilin, 7th Commandant, modified the British (Royal)
Marine emblem to depict the Marines as both American and maritime. The globe and
anchor signify worldwide service and sea traditions. The spread eagle is a symbol of the
Nation itself.
● In 1883 - Semper Fidelis - Latin for Always Faithful was adopted as the Marine Corps
motto, on the initiative of Colonel Charles McCawley the 8th Commandant of the Marine
Corps. In Marine terminology it means always faithful to your God, country, Corps, and
family.
3. Policies & Procedures

**Ensure they understand that they are expected to know these, as claiming
ignorance is unacceptable**

● We have a zero-tolerance policy for cheating and hacking for members and the public.

● We also have a zero-tolerance policy for posting and/or discussing piracy related
materials/content on the forums and/or in TeamSpeak.

● In TeamSpeak, watch your language and what you discuss in public areas. Private areas
are more relaxed but still no racist remarks or blatant disrespectful talk. Hold debates
away from public view.

● On the forums, no advertising without permission, no porn, no flaming, and watch your
language. Pay attention to what you post, text can be taken way out of context.

● We have public and private game servers.

○ The public server is our primary tool for recruiting and relaxed game play. Not
mandatory for you to team up but it is encouraged. Remember that when on the
recruiting server you are a direct representation of the unit and you should treat
all pubbers as potential recruits.
** PLEASE STRESS THIS **

○ The private servers are for organized uninterrupted game play. These servers
are for unit events only.

○ All servers are governed by the same set of rules.

● Promotion Policy. You earn TIG for every day in the unit at your current rank. You also
earn a promotion point for every 5 days you remain in active service. Additional
promotion points are earned by attending operations, filling-in on other people's training,
and may be awarded to you via leadership personnel using leadership points for
extraordinary performance. There are promotion point and TIG requirements for each
rank.

**Explain reserves and how TIG is affected by being in reserves.**


4. Basic Weapons Familiarization

Classroom Lecture:

Open the floor to any questions on the above material and answer them accordingly. Then move on to the
weapons family lecture. Use the corresponding slides for each weapon. Remember to make sure the students
are paying attention.

Utilizing the slides available go over all blufor weapon systems.

○ M4 Carbine

● 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 M4 is 500 meters on a point target and 600 meters on an
area target.

○ M249 SAW

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


Corps, which is intended to enhance the Automatic Rifleman’s 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 Rifleman’s standard weapon is determined by his individual Squad
Leader.

○ 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.
○ M9 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.

○ M590A1 12 Gauge Shotgun

● A pump action, 12-gauge shotgun which can fire a range of rounds including buckshot
and slugs.
● The max effective range of the M590A1 is 45 meters.
● Carried by the Rifleman as a secondary weapon. One per squad

○ M203 40mm Grenade Launcher

● A lightweight, compact, breech loading, single shot 40mm launcher attached to M4 rifle.
● The max effective range for the M203 on a point target is 150 meters and for an area
target is 350 meters.
● The 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 stabilized,


rocket-type cartridge packed in an expendable, one-piece, fiber-glass wrapped tube.
● Tactical engagement range of the M136 is 250 meters.
● This is typically carried by the Rifleman. If the rifleman cannot carry it due to additional
duties, the responsibility falls to the AAR.

○ M72A7 LAW

● A portable one-shot 66 mm unguided anti-tank weapon.


● Tactical engagement range of the M72A7 is 200 meters.
● Carried by the fireteam leader.

○ Mk-153 MOD 0 SMAW (Shoulder-launched MultiPurpose Assault Weapon)

● Maximum effective range of 500 meters.


● Delivering anti-armor, anti-personnel, and anti-structure capabilities.
● The SMAW utilizes the 83mm HEAA and HEDP encased rocket munitions.
● The SMAW also accepts a 9mm tracer cartridge for use in the integrated MK217 spotting
rifle.
● Crew served by 0351 assault man
○ M67 Fragmentation Grenade

● The M67 can be thrown 30 to 35 meters by the average male Marine. It has a 4.0–5.5
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 (~45ft), with a fatality radius of 5 meters (~15 ft), though some
fragments can disperse as far out as 250 meters.

○ 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.

○ 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.
● The M18 smoke comes in many colors white, yellow, green, red, orange, purple, and
blue
● Color usage depends on individual companies.

○ 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.

○ M2 Browning .50 Cal

● The M2 .50 Cal is an air cooled, belt fed, crew served machine gun.
● The max effective range of the M2 .50 is 1800 to 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.

○ M224 60mm Lightweight Mortar

● The M224 is a smooth bore, muzzle loading, high angle-of-fire weapon used for close-in
support of ground troops.
● The max effective range for the M224 is 3,500 meters.
● Crew served by 0341 Mortarman
5. Mounted and Handheld Optics

○ AN/PVQ-31B ACOG

● Advanced Combat Optical Gunsights


● Fixed power magnification
● 4x magnification
● Utilizes reticle with built in BDC (Bullet Drop Compensator)

○ M145 MGO

● a small arms telescopic sight primarily used on automatic weapons ex. M249 and M240
● Fixed power magnification
● 3.4x magnification
● The reticle consists of a single vertical post with a sharp tip in the center. The tip is flanked
by horizontal Mil-bars on either side for judging distance

○ M68 CCO

● "Tubed" style reflex sight.


● a non-magnification weapon optic
● Utilizes a 2 MOA (minute of angle) center reticle.

○ M552 CCO

● Holographic weapon sight.


● a non-magnification weapon optic
● Utilizes a 65 MOA outer ring with a 1 MOA center reticle.

○ Binoculars

● Simplest form of 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.
● Using the R key will turn on the laser range finder and will give you the distance to
whatever you are pointing it directly at.
● Using the tab key with display your azimuth (bearing)
● Using your Optic Mode key (N by default) 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.
6. Bullet Drop Compensator Familiarization

○ Chevron Ranging

● Top point of the chevron is ranged for 100m.


● Bottom Point of the chevron ranged for 200m.
● Bottom of the chevron ranged for 300m.

○ Stadia Lines

● Horizontal stadia lines represent nineteen inches at their designated range.


● Nineteen inches is the average width of a male's shoulders from tip to tip.
● Stadia lines range from 400 meters at the top to 800 meters at the final line.
7. Marine Corps Vehicle Familiarization

○ HMMWV

● Seats 5 including gunner and driver positions


● Will not be armed.
● Can be up armored which gives the crew better protection against small arms.

○ RG-31 M.R.A.P.

● Seats 9 including gunner and driver positions


● Can be equipped with a M2 Browning or a MK19
● Can be up armored which gives the crew better protection against small arms.

○ LMTV

● Seats 15 including gunner and driver positions


● Can be equipped with a M2 Browning or a MK19
● Can be up armored which gives the crew better protection against small arms.

○ AAV7, Gator

● Seats 22, Driver, Gunner, Commander, and 19 passengers


● Equipped with a Mk19 and a M2 in a dual gun turret

○ M1A1 Abrams, Titan

● Seats 3 Driver, Gunner, Commander


● Equipped with a 120mm M68 Smoothbore Cannon, a Coaxial M240, and a M2 on top of
the turret

○ UH-1Y Venom, Gunfighter 1

● Pilot, Co-Pilot, 2 Door Gunners, and 7 passengers


● Equipped with a 2x 7.62x51mm NATO mini-guns and 14 Hydra Rockets

○ AH-1Z Viper, Gunfighter 2

● Pilot and Gunner


● Equipped with a 20mm Chain gun, 38 Hydra Rockets, 4 Hellfire HEAT, 4 Hellfire HE, 2
AIM-9 Sidewinders

○ CH-53 Sea Stallion, War Horse

● Pilot, Co-Pilot, and 36 passengers


○ MV-22 Osprey, Red Dragon

● Pilot, Co-Pilot, and 27 passengers

○ F/A-18D, Viking

● Pilot and WSO (Weapon Systems Officer)


● Can be equipped with any of the following, AIM-9X Sidewinder, AIM-120 AMRAAM,
GBU 10, GBU 12, GBU 31, GBU 32 GBU 38, CBU-100, CBU-103
● Mounted with a M61A1 Vulcan 20mm with 580 rounds of ammo.

○ F-35B Lightning II, Avenger

● Pilot
● Can be equipped with any of the following, AIM 9X Sidewinder, AIM-120 AMRAAM, AIM
120D AMRAAM, GBU 12, GBU 31, GBU 32, GBU 38, GBU 53, AGM 88, AGM 154, CBU
78, CBU 87, CBU 100, MK 82, JAGM, 14 Hydra Rockets.
● Mounted with the Gau-22 25mm with 500 rounds of ammo.
8. Radios and Radio Communication

○ 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-113A overview

● A backpack version of the PRC-151. Pretty much the same, but with a little more range;
It has both UHF and VHF antennae and has SATCOM capabilities.

○ AN/PRC-152 Controls

● Open radio interface with CTRL + P.


● Buttons on radio face can be clicked.
● Volume Knob at top can increase and decrease volume.
● Use the Caps Lock key to speak on the short-range radio.
● Use the “T” key to speak on the short range alternate channel

○ AN/PRC-113A Controls

● Open radio interface with ALT + P.


● Buttons on radio face can be clicked.
● Use the CTRL + Caps Lock key to speak on the long-range radio.
○ 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 designator 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, 5/5, 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.
9. Weapon Demonstration

Take students to the Demonstration range. Each line will have a different weapon available
assign each student to a lane and allow them a free fire time to explore each weapon as well as
as answer any questions they have about each weapon system.

**Gather recruits’ desired MOS’s at this time. A few things to note to them:
The billets I list off are the only billets you’re allowed to sign up for at this time.
(Obviously because they’re the current open billets)
Just because you have to sign up for one of these open billets today, does not mean you are
locked into this billet. Once you’ve complete SOI, you can transfer to a desired billet of your
choosing, pending openings.
Just because you have to sign up for one of these open billets today, does not mean the billet
is guaranteed to you. There are currently students in the SOI training pipeline who may
complete their training and take your desired billet.**

Conclusion

Upon completing Recruit Training, recruits become Privates and corpsman recruits become
Seaman Recruits (SR) and are authorized to change their names. Those wishing to join ACE
must either take an 03 or non-03 billet (not HM-8400) and transfer to ACE after completing ITB
or MCT.
It may take up to 72 hours for the new ranks to go into effect on the forums.
Direct all recruits to the “Road for Recruits” thread in order to avoid stupid questions and
harassment after class.
After Recruit Training all members entering the 03 Occupational Field (0311 Rifleman, 0331
Machine Gunner, 0341 Mortarman, and 0351 Infantry Assault man) will enter the Infantry
Training Battalion at SOI. Here, they will take a four-part course over a span of two weeks
learning the ins and outs of being a member of the Infantry in the 15th MEU (SOC) Realism
Unit. Once completing this course, all members will report for assignment (with members not
taking an 0311 MOS receiving specialized training within their assignment).
Following "Every Marine is a Rifleman", all members entering in any non-03 Occupational Field
(1812 M1A1 Tank Crewman, 1833 AAV Crewman, and 7599 Student Pilot) will attend Marine
Combat Training Battalion. Here, they will be in a two-part course over a span of one week,
learning the basic principles and necessities of being a rifleman within the 15th MEU (SOC)
Realism Unit, for when the day arises they must fill in as one. Once completing this course, they
will report to their assignment and receive further specialized training.

** END OF RECRUIT TRAINING **


DAY 1 - Common Skills 101

Administrative:
Make a TeamSpeak wide announcement 30 minutes prior to the start of training. After doing
this, load the ITB Training map so it is ready for load-ins. No later than 3-5 minutes after the
start time take roll call of all present. If anyone is late at the completion of roll call they have
missed training and will be recycled. After this is done have everyone load in the server
and placed in the correct structure. Assign each student the “(SOI)” tag on TeamSpeak.
Intro Speech:
“Good morning (afternoon, evening) and welcome to School of Infantry. I am [(insert rank)
(insert name) senior instructor] and I will be your Senior Instructor for this training evolution.
From this point forward you are now ITB students and report directly to myself or the other
instructors for any in or out of game issues. You will speak only when spoken to. When
addressing
an instructor you will use their rank and name or sir/ma'am if an officer. If you have a question
you will type a Q in side chat as I will demonstrate now. (Demonstrate the Q) Do not interrupt
me or my other instructors.
This is day one (1) of your four (4) day course. You must complete all four (4) training days to
graduate from ITB. You will not be assigned an official billet until you graduate. Each day you
will learn something new. My instructors and I will give you the basic skill sets needed to
effectively accomplish our missions. You will learn how to use different weapon systems, how to
navigate, how to communicate, how to maneuver and how to look out for your buddy on your
left and right. Today we will cover mission ready loadouts, ACE Functions, Medical Procedures,
AT Procedures, and Fire & Maneuver. Are there any questions? Good to go, [(insert rank)
(insert name) subordinate instructor] you got ‘em.”
1. Loadouts

Make sure all students remain in formation which they start in. Separate the rows into fireteams and assign
them roles in the fireteam. First in line will act as the team leader, second in line with act as the automatic
rifleman, third is the assistant automatic rifleman, and last in line will act as the rifleman. After the roles are
issued pass out the loadout document and send the students into the armory to retrieve their gear. Ensure no
equipment is left on the deck of the armory.

Allow eight minutes for gear retrieval on day 1.

After time has expired make sure students are back into formation and have all of the correct gear. With
medical supplies in their backpack.

All Infantrymen

● 1x FROG Uniform (Woodland)


● 1x SPC Plate Carrier
● 1x Kitbag or Falcon II or Eagle III
● 1x Helmet (MARPAT - WD)
● 1x Earplugs
● 5x Packing Bandages (in backpack)
● 5x Elastic Bandages (in backpack)
● 5x QuikClot Bandages (in backpack)
● 2x Tourniquet (CAT)
● 4x AN/M8HC (white)
● 1x AN/M8HC (green)
● 1x AN/M8HC (blue)
● 2x M67 Fragmentation Grenade
● 2x M84 Stun Grenade
● 2x AN/PRC 343 SR Radio
● 1x Map
● 1x Watch
● 1x Compass
● 1x AN/PRC14 NVG (in backpack)
● 2x Cable Ties

RED TEAM

Fireteam Leader
● 1x M4 Rifle w/ M203 Launcher
● 1x M72A6 LAW
● 10x Mk318 STANAG Magazine
● 6x M433 40mm HE Grenade
● 2x 40mm Smoke Round (red)
● 1x AN/PRC-152 Radio
● 1x Vector 21
● 1x GPS(or MicroDagr)
Rifleman
● 1x M4 Rifle
● 1x M136 AT4 (HEAT)
● 10x Mk318 STANAG Magazine
● 1x M18 Smoke Grenade (green)
● 1x Binoculars
● 1x GPS

BLUE TEAM

Automatic Rifleman (SAW)


● 1x M249 SAW or M27 IAR
● 1x M9 Beretta
● 4x M855A1 200Rd Boxes or 16x Mk318 STANAG Magazines
● 4x M882 Magazine
● 1x Binoculars

Assistant Automatic Rifleman (SAW)


● 1x M4 Rifle
● 8x Mk318 STANAG Magazines
● 2x M856 Linked Belt or 8x Mk318 STANAG Magazines (in backpack)
● 1x Vector 21
2. Fire and Maneuver
Is the basic modern military low-level unit tactic used to maneuver on the battlefield in the presence of the enemy,
especially when under fire. It involves heavy use of all available cover, and highly-coordinated exchanges of rapid
movement by some elements of the squad or platoon while other elements cover the movement with suppressive
fire. It is used both to advance on enemy positions as part of an attack, or withdrawal from current positions under
attack by the enemy. The moving and supporting (suppressing) elements may be teams or individuals and may
quickly and continuously exchange roles until the entire unit completes the maneuver objective.

Fire and maneuver can be performed by any unit made up of at least two soldiers. The first part of the military
unit suppresses the enemy by firing from behind cover, while the second advances. After a short time, the
advancing unit will halt behind cover and open fire, allowing the first unit to advance. The two parts of the unit will
repeat the cycle until the objective is met. Enemy suppression can also be achieved with direct and/or indirect fire
from combat support units such as 4-1, 4-3 or Titan.
To perform Fire and Maneuver, we use Bounding and Overwatch.

○ overwatch
is a force protection tactic: the state of one small unit or military vehicle supporting another unit, while they
are executing fire and movement tactics. An over watching or supporting unit has taken a position where it
can observe the terrain ahead, especially likely enemy positions. This allows it to provide effective covering
fire for advancing friendly units.

○ Bounding overwatch
is a military tactic of alternating movement of coordinated units to allow, if necessary, suppressive fire in
support of offensive forward "Fire and Maneuver"
As members of a unit take an overwatch posture, other members advance to cover; these two groups
continually switch roles as they close with the enemy. This process may be done by Alternating Bounds and
Successive Bounds.

○ Alternating Bounds,
aka Leapfrogging, is accomplished by having the bounding unit move towards and past the overwatch unit.
This quickly covers more ground but leaves your units more vulnerable to contact. We usually try for a 6
second pass, but it does depend on available cover.

○ Successive bounds
is accomplished by having the bounding unit move to, but not past, the overwatch unit. So for example, if
Team A is the lead team, team B will move in line with them but never pass them. This covers less ground
than leapfrogging but leaves your units less vulnerable to contact. We usually try for a 3 second pass, but it
also depends on available cover.

○ Peeling

● Used to disengage from contact and move toward cover while providing
returning fire.
● Verbalize; “Peeling”, “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 fireteam and squad level principles


still apply. A base of fire element covers a maneuver element and then alternates
as you move.

○ Concealment

● Allows you to hide yourself but DOES NOT protect you from anything. A good
example is a bush
● Use smoke to cover large open areas that your team may need to cross to
conceal your movement.

○ Cover

● Effective cover is a vital part of keeping out of harm's way, when under contact.
Cover should always be utilized; and here especially hardcover.
● Hardcover: trees, walls, defilade etc. Anything able to sustain a long period of
damage from small arms fire. While it is effective against small arms fire it usually
is not effective against tank shells or anti-tank rockets/grenades.

○ Defilade

● This one is important, it puts cover in front of you 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 they’re coming
from behind.

○ Sky lining

● 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.
3. Advanced Combat Environment (ACE) and ARMA 3 Equipment/Movement

○ ACE weapon functions

Switching lights/lasers on & off.

● Press L for PEQ-16 IR laser or flashlight by default


● Press CTRL+C to switch between flashlight and IR laser (not all rifles have these attachments)

○ Switching weapons

● F cycles through all fire modes.


● 0 will by default put your current weapon away.
● 1 will by default take out your Rifle.
● 2 will by default take out your Pistol.
● 3 will by default equip your Launcher/M203. (If you have one)
● 5 will by default Binoculars.
● 6 will by default select offensive grenades. (ex. M67 and M18 Concussion)
● 7 will by default select defensive grenades. (ex. M18 Smoke grenades, chemlights)
● 8 will by default toggle a player’s grenade throw type.

Switching sights Pressing numpad forward slash (/) or CTRL + RM Click by default will swap between
different optic modes.

○ Mounting weapons

● Hitting “C” by default will rest your Rifle if there is an acceptable surface.
● If the weapon has a bipod (M249, M27, M240) “C” can be used to deploy the bipod on any surface
while against an appropriate surface.

○ Placing Explosives

● Use your Self Interaction Key, select Explosives, and click on the explosive you want to place.
● After choosing what you want to place you will have a menu appear in which you can left click which
will place the explosive, use the middle mouse with will rotate, or right which will cancel the placement.
● If a clacker is used on the explosive get to a safe distance, say fire in the hole three times, and use
the ACE interaction to take the safety off and then detonate.

○ Advanced Stances

● Changing one's stance can be a lifesaving decision. To change your stance, it is LCTRL
+ W /A / S/ D

○ Voice Volume Control

● LCTRL + TAB will toggle the volume of your voice to “Whisper”, “Normal”, and “Yelling”. This
changes the range of your voice from 5m up to 50m. Most of the time you should remain on “Normal”.
4. 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 a
maximum of 15 bandages and it is recommended to carry 5 of each bandage.

○ Communication

● If you get hit, say, “I’m hit!”


● If a squad mate goes down, say, “(name) is down!”

○ Checking injuries on self

● Use your ACE Self Interaction key bind to bring up the ACE Self Interaction menu. Hover over the
medical option to treat yourself a red medical cross means you have sustained an injury and the
window in the top left will tell you the type and severity of the injury.
● Treat yourself before attempting to treat others.

○ Checking injuries on others

● This is done with your ACE interaction key (not your self-interaction key). Simply use this key bind to
Examine the individual in front of you by hovering over their body and inspecting each appendage. If
the area has sustained an injury the medical cross connected to that part will be red or yellow.
Additionally, the information window will inform you of the type and severity of the injury.

○ Bandaging Injuries

● To bandage a wound, use the ACE interaction key (not your self-interaction key). Select an injured
limb. An additional menu appears where you will select the bandage type.

○ Applying Tourniquets

● To apply a tourniquet, use ACE interaction or ACE self-interaction. Select the limb. When the
additional menu appears select tourniquet. Once the tourniquet is applied it will stop the bleeding at the
expense of causing the individual pain. Once the individual is treated, remove the tourniquet.

○ 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 hover over interactions, then click “Drag”
● The Carry is where you grab a teammate who is down and hoist them onto your shoulders. You move
faster than dragging but takes longer to grab.
● Use the same process to drag but instead click “carry”
● The interaction menu is also used to “Drop” whoever you are carrying but a scroll wheel option may
be present.
5. Coordination of Fire Exercise

Take the students to the AT range. Have each of them store their current weapon system and
retrieve from the box a M240 and one box of tracer ammunition.

○ Cadence of fire

● The cadence of fire is a technique of managing your ammunition and weapon condition
by firing in bursts of 5-8 rounds. This cadence can be timed by firing while saying the
phrase “Die-mother-fucker-die” followed by a count to five and then repeated.

Demonstrate the cadence of fire by firing 4 to 5 bursts of 5 to 8 rounds down range.

○ Coordination of Fire

● When you have more than one automatic weapon that can alternate firing a 5-8 round
burst to help manage down time of reloading, as well as keeping an accurate stream of
rounds on targets.

Demonstrate the coordination of fire by both instructors firing a box worth of 5 to 8 rounds bursts
in coordination down range.

6. AT Firing Procedure

○ Backblast

● Backblast is produced by the rocket propellent being vented from the back port of the
weapon system.
● The M136 AT-4 Produces a backblast up to 100 meters from the rear of the weapon at
~45-degree angle .

○ Firing a weapon system that produces backblast

● Firing any weapon system that produces a backblast should be considered a buddy
procedure.
● Weapon operator will identify target
● Request “Clear my backblast”
● His buddy will check behind him in his backblast area. Once it is deemed clear he will
respond with “your backblast is clear”
● Weapon operator will acknowledge the clear.
● Exclaim “ROCKET” and then immediately fire the weapon.

Demonstrate the proper firing procedure for any AT system.


Allow students to each fire two M136 AT-4s and two M72A6 LAWs
7. Fire and Maneuver Exercise

Move the class to the fire and maneuver range, have the class break down into their fire teams
and explain the exercise to them.

The point of the exercise is to teach the students the importance of communication and
coordination during movement.

Things you are looking for as an instructor.

● Communication between fireteam members.


● Communication between team leaders.
● Proper verbalization of action ex. BOUNDING!! SET!!
● Proper utilization of available cover and concealment.
● Proper smoke usage.
● Smart and calculated movement

Instructors will act as OpFor and fire AROUND the students in order to create a combat
environment. Students should never be actually engaged unless they present a glaring issue.
Ex. isolating themselves, moving prematurely or alone or exposing himself from cover in a
reckless manner.

The students will have 30 minutes to complete the maneuver and the debrief should take no
longer than 10 minutes as well.

END OF DAY 1
DAY 2 - Common Skills 102

Make sure all students remain in formation which they load. Separate the rows into fireteams and assign them
roles in the fireteam. First in line will act as the team leader if he has not already served as the team leader.
Second in line with act as the automatic rifleman if he has not already served as the AR. Third is the assistant
automatic rifleman if he has not already served as the AAR. The last in line will act as the rifleman if he has not
already served as the rifleman. After the roles are issued pass out the loadout document and send the
students into the armory to retrieve their gear.

Allow six minutes for gear retrieval on day 2.

After time has expired make sure students are back into formation and have all of the correct gear. With
medical supplies in their backpack and no equipment on the deck.

1. Enemy Weapons Familiarization Course

○ AKM

● An upgraded version of the AK047 rifle.


● Chambered in 7.62x39mm, 30 Round magazine.
● Capable of firing on Semi-Automatic and Fully Automatic rates of fire.
● It is the most Common variant of the AK series of rifles, found around the world.
● Max effective range is 400m.
● Comes in a folding stock variant called the AKMS.

○ AK-74

● Chambered in a smaller intermediate cartridge, the 5.45x39, 30 round magazine.


● Capable of firing on Semi-Automatic and Fully Automatic rates of fire.
● Max effective range is 625m.
● Has a distinct muzzle break.
● Comes in a folding stock variant called the AKS-74.
● Has a shorter stock than the AKM

○ AKS-74U

● Shorter carbine variant of the AKS-74.


● Made for tankers, paratroopers, and special forces.
● Max effective range is 350m.

○ AK-74M

● Modernized variant of the AK-74 (all black).


● Standard issue Russian service rifle.
○ PKM

● Russian GPMG (General – Purpose Machine Gun)


● Chambered in 7.62x54mmR, with a 100 round linked belt
● Max effective range is 1500m.
● Coax machine guns on most tanks called the PKT

○ PKP

● Modernized version of the PKM (all black).


● Standard issue Russian machine gun.

○ RPG-7

● Shoulder launched, anti-tank rocket propelled grenade launcher.


● Most widely used anti-tank weapon in the world.
● Max effective range is 100m-750m depending on type of rocket.
● Most rounds will self-detonate after 1000m.

○ RPG-26

● Shoulder launched, disposable anti-tank rocket propelled grenade launcher.


● Fires a 72.5mm Rocket with Max effective range of 250m.
● US counterpart, the LAW, fires a 66mm round up to 200m.

○ SVD Dragunov

● Russian designed semi-auto sniper rifle/DMR.


● Chambered in 7.62x54mmR, 10 round box magazine.
● Max effective range is 1300m.

The following weapons are outside by the enemy vehicle course.

○ Podnos 2B14 Mortar

● 82mm Projectiles.
● Rate of fire is 24-30 rounds per minute.
● Max range is 4.27km

○ Metis

● 130mm Rocket
● Wire guided rocket to prevent jamming.
● Can penetrate up to 950mm of steel armor plates.
○ DShK Machine Gun

● Russian made Heavy Machine Gun.


● Chambered in 12.7x108mm (Very similar to our 50BMG) in 50 and 100 round belts.
● Max effective range is 2000m

○ NSV Machine Gun

● Russian made Heavy machine gun.


● Chambered in 12.7x108mm (Very similar to our 50BMG) in 50 and 100 round belts.
● Max effective range is 2000m.
● Made to replace the DShK

○ KORD Machine Gun

● Russian made Heavy machine gun.


● Chambered in 12.7x108mm (Very similar to our 50BMG) in 50 and 100 round belts.
● Max effective range is 2000m.
● Made to replace the NSV (New gas system and new internals to reduce recoil)

○ AGS30

● Russian made automatic grenade launcher.


● Chambered in 30mm caseless grenades in a 30 and 49 round belts.
● Max effective range is 2100m.

○ Igla Pod

● Two 9K38 Igla MANPADS attached to a frame.


● Fires a 72mm rocket utilizing infra-red lock on to the designated target.
● Max effective range is 2100m.

○ ZU-23

● Russian made 23mm Anti-Aircraft auto cannon.


● Chambered in 23x152mm
● Max effective range is 2.5km
2. Enemy Vehicle Familiarization Course

○ URAL

The URAL is a general purpose off-road 6x6 truck, produced for use in the Russian army. Introduced in
1976, it is still in production today. The wheel arrangement for the Ural was designed for transporting
cargo, troops and trailers on all types of roads and terrain. It also serves as a launching platform for the
BM-21 "Grad" rocket launcher.
● Maximum capacity is 15 (driver, 2 front passenger's, 12 rear passengers).

○ UAZ

The UAZ is a Soviet-bloc light, unarmored transport vehicle, similar in size and performance to a Jeep.
The UAZ is available in several variants, including armed and unarmed versions.
● Maximum capacity of 7 (unarmed versions) or 3 (armed versions).
● No armor, can be easily disabled or destroyed with small arms.
● Armed versions of the UAZ can be equipped with one of the following:
- 12.7x108mm DShkM heavy machine gun
- 30mm AGS-30 automatic grenade launcher
- SPG-9 recoilless rocket launcher

○ GAZ

The GAZ is a Soviet-bloc armored infantry mobility vehicle intended to provide infantry units with
increased mobility and fire support. The GAZ is crewed by standard infantry and does not have
dedicated crewmen, similar to the RG-31 MRAP used by the USMC.
● Maximum capacity of 9 (unarmed versions) or 7 (armed version).
● Armed versions come equipped with both a 7.62x54mm PKM machine gun and a 30mm
AGS-30 grenade launcher.
● Unarmed versions come in closed or open-top variants. Open-top variants allow small-arms
fire from the standing hatch.

The BTR line are an amphibious, light armored personnel carrier used for forward deployment of mechanized
infantry and light armored reconnaissance.

○ BTR-60

● Maximum capacity is 19 (driver, gunner, commander, 8 internal passengers, and 8


passengers riding atop the hull.
● The BTR-60’s main weapon is the 14.5x115mm KPVT heavy machine gun. It is also is armed
with a coaxial 7.62x54mmR PKT medium machine gun.
○ BTR-70

● Maximum capacity is 19 (driver, gunner, commander, 8 internal passengers, and 8


passengers riding atop the hull).
● Identical to the BTR-70, the BTR-70’s main weapon is the 14.5x115mm KPVT heavy machine
gun. It is also armed with a coaxial 7.62x54mmR PKT medium machine gun.

○ BTR-80

● Maximum capacity is 20 (driver, gunner, commander, 8 internal passengers, and 9


passengers riding atop the hull.
● The BTR-80 has the same heavy and medium machine guns as the BTR-60 and 70, however
it also has two forward-arc smoke canister volleys, allowing it to rapidly deploy concealment for
dismounting troops.

○ BTR-80A

The BTR-80A is a variant of the BTR-80 APC, however it has been refitted to serve as a front-line
infantry fighting vehicle, allowing it to bring heavier weapons to support mechanized infantry.
● Maximum capacity is 19 (driver, gunner, commander, 7 internal passengers, and 9
passengers riding atop the hull.
● The BTR-80A is equipped with the Shipunov 2A72 30mm autocannon, capable of firing
armor-piercing (AP) or high-explosive (HE) rounds. It is also equipped with the same 7.62mm
coaxial PKT machine gun as other BTR variants.

The BMP line are frontline Soviet-bloc amphibious infantry fighting vehicle, capable of transporting troops into
combat and utilizing its heavy armaments to support those troops in their missions.

○ BMP-1

● Maximum capacity is 11 (driver, gunner, commander, and 8 internal passengers).


● The BMP-1 is armed with a 2A28 Grom 73mm smoothbore autocannon, capable of firing high
explosive anti-tank or high explosive fragmentation rounds. It is also armed with a coaxial PKT
machine gun and four individually-loaded 9M14 Malyutka wire-guided anti-tank missiles.

○ BMP-1P

● The BMP-1P is a modernized variant of the BMP-1. It replaces the 9M14 Malyutka manually-
guided AT missile with the 9M113 Konkurs semi-automatic-guided missile. It also has a
forward-arc smoke canister deployment system.

○ BMP-2

● Maximum capacity is 10 (driver, gunner, commander, and 7 internal passengers).


● The BMP-2 is armed with a Shipunov 2A42 30mm autocannon. It is also armed with a coaxial
7.62mm PKT machine gun, four 9M113 Konkurs wire-guided anti-tank missiles, and a forward-
arc smoke deployment system.
○ BMP-3

● Maximum capacity is 12 (driver, gunner, commander, and 9 internal passengers).


● The BMP-3 is armed with the 2A70 100mm rifled gun, capable of firing high-explosive shells
or 9M117 cannon-fired anti-tank guided missiles. It is also armed with a coaxial-mounted
7.62mm PKT machine gun, and a forward-arc smoke deployment system.

○ BMD-4

The BMD-4 is an amphibious light tank/IFV, used by Soviet-bloc nations to combine mechanized IFVs
with main battle tanks. Much like the BMP, ArmA physics prevent the BMD from operating
amphibiously.
● Maximum capacity is 7 (driver, gunner, commander, and 4 internal passengers).
● The BMD-4 is armed with the 2A70 100mm rifled gun, as well as the 2A72 30mm autocannon.
It is also armed with a coaxial 7.62mm PKT machine gun, and a forward-arc smoke deployment
system.

○ T-72

The T-72 is a Soviet-bloc main battle tank that entered service in 1973.
● Maximum capacity is 3 (driver, gunner, and commander).
● The T-72 is armed with the 2A46 125mm smoothbore cannon, capable of firing armor-
piercing, high-explosive anti-tank, or high-explosive fragmentation shells. It is also armed with a
coaxial 7.62mm PKT machine gun, and a 12.7mm NSVT heavy machine gun for use by the
commander.

○ T-80

The T-80 is a Soviet-bloc main battle tank developed in 1976.


● Maximum capacity is 3 (driver, gunner, and commander).
● The T-80 is armed with the 2A46 125mm smoothbore cannon, capable of firing armor-
piercing, high-explosive anti-tank, or high-explosive fragmentation shells. It is also armed with a
coaxial 7.62mm PKT machine gun. Most versions of the T-80 also have a 12.7mm NSVT heavy
machine gun for use by the commander.

○ T-90

The T-90 is a Russian main battle tank developed in 1993.


● Maximum capacity is 3 (driver, gunner, and commander).
● The T-90 is armed with the 2A46 125mm smoothbore cannon, capable of firing armor-
piercing, high-explosive anti-tank, or high-explosive fragmentation shells. It is also armed with a
coaxial 7.62mm PKT machine gun, and a 12.7mm NSVT heavy machine gun for use by the
commander.
○ 2S25

The 2S25 is a Russian light tank that entered service in 2005.


● Maximum capacity is 3 (driver, gunner, and commander).
● The 2S25 is armed with the 2A75 125mm smoothbore cannon, capable of firing armor-
piercing, high-explosive anti-tank, or high-explosive fragmentation shells. It is also armed with a
coaxial 7.62mm PKT machine gun.

○ ZSU-23-4 “Shilka”

The ZSU-23-4 is a Soviet-bloc mobile anti-aircraft-artillery (AAA) platform. It is equipped with powerful
radar to detect hostile aircraft and is capable of causing severe damage to any aerial targets in range of
its guns. In some cases, Shilka crews have been known to turn their guns toward ground targets if the
need arises.
● Maximum capacity of 3 (driver, gunner, and commander).
● Primary weapon is four 23mm ZU-23 autocannons mounted on the turret.

○ BM-21

The BM-21 is a Soviet-bloc mobile rocket artillery platform based on the Ural chassis. It is capable of
deploying rocket artillery over huge distances,
● Maximum capacity of 3 (driver, navigator, and payload operator).
● Primary weapon is the payload of forty 122mm Grad rockets. These rockets have a maximum
engagement range of over 20km, making the BM-21 capable of engaging any target on most
battlefields.
● Accuracy of the payload decreases with range. At maximum range, the minimum dispersion is
several hundred meters between rockets.

○ PRP-3

The PRP-3 is a Soviet-bloc artillery reconnaissance vehicle based on the BMP chassis. It is armed with
the 2P130 mortar system, as well as a turret-mounted PKT for defense.
● Maximum capacity is 5 (driver, commander, mortar operator, turret/recon operator, and radio
operator.
● Primary weapon is the 2P130 mortar system.
● Secondary weapon is the 7.62x54mm PKT medium machine gun mounted in the main turret.
○ Mil Mi-8/Mi-17 “Hip”

The Mi-8 is a Soviet-bloc medium twin-engine transport helicopter. The export version is renamed the
Mi-17 and is in service with many nations around the world. The Mi-8 is capable of mounting optional
external weapon pylons for use as a gunship. The NATO reporting name for the Mi-8 and Mi-17 is the
“Hip”
● Maximum capacity on transport variant is 18 (pilot, co-pilot, 2-3 PKT gunners, and up to 14
passengers).
● Mi-8 variants may have pintle-mounted PKT gun ports on the nose, port and starboard sides,
and aft. Not all variants have all of these gun ports.
● The Mi-8 may optionally be equipped with up to six weapon pylons (three on each wing), each
of which can be mounted with one of the following:
- 80mm S-8 rocket pod
- 23mm GSh-23 cannon pod
- FAB-250 fuel air bomb

○ Kamov Ka-60 “Orca”

The Ka-60 is a light transport and utility helicopter developed by the Russian Air Force, intended as a
smaller counterpart to the Mi-8. The Ka-60 has no NATO reporting name, though the Russian name
translates to “Orca”.
● Maximum capacity is 10 (pilot, co-pilot, and 8 passengers).
● The Ka-60 carries no weapons.

○ Mil Mi-24 “Hind”

The Mi-24 is a Soviet-bloc multirole heavy gunship, most infamously employed against the Afghani
mujahideen in the Soviet-Afghan War. It is heavily armed in order to combat main battle tanks, and also
has a low-capacity troop bay in order to ferry infantry squads quickly to flashpoints across a battlefield.
In many ways, the Mi-24 is a flying infantry fighting vehicle. The NATO reporting name for the Mi-24 is
“Hind”.
● Maximum capacity is 10 (pilot, WSO, and 8 passengers).
● The Mi-24’s primary weapon is either the Yak-B 12.7x108mm (.50 cal) four-barrel gatling gun
on a swivel mount, or the GSh-30 30mm fixed autocannon.
● Additionally, the Mi-24 has six external pylons, each of which can be fitted with one of the
following:
- 80mm S-8 rocket pod (20 rockets)
- FAB-250 fuel air bomb
- Two 9M120 Ataka or 9K114 Shturm radio-guided anti-tank missiles
○ Kamov Ka-52 “Hokum”

The Ka-52 is a dedicated attack gunship developed by the Russian Air Force to support Russian forces
in the field, in a manner similar to the AH-64 Apache or UH-1Y Viper. The Ka-52 has advanced sensor
and optical equipment intended to guide its weapons onto their targets. The NATO reporting name for
the Ka-52 is the “Hokum”.
● Maximum capacity is 2 (pilot and WSO).
● The Ka-52’s primary weapon is the 30mm 2A42 Shipunov autocannon, attached to a small-
angle swivel.
● Additionally, the Ka-52 has four external pylons, each of which can be fitted with one of the
following:
- 80mm S-8 rocket pod (20 rockets)
- 30mm GSh-30 cannon pod
- Seven 9K121 Vikhr laser-guided anti-tank missiles

○ Sukhoi Su-25 “Frogfoot”

The Sukhoi Su-25 is a single-seat, twin engine, fixed-wing close air support attack aircraft, capable of
employing multiple various weapon systems against ground targets. The NATO reporting name for the
Su-25 is “Frogfoot”.
● Maximum capacity is one pilot.
● The Su-25’s primary weapon is the 30mm GSh-30 twin-barrel autocannon.
● Additionally, the Su-25 has ten external pylons, each of which may be fitted with one of the
following:
- R-73 short-range infrared-homing air-to-air missile
- Kh-29L laser-guided air-to-ground missiles
- 80mm S-8 rocket pod (20 rockets)
- FAB-250 fuel-air bomb

○ Sukhoi Su-34 “Fullback”

The Sukhoi Su-34 is a dual-seat, twin engine, fixed-wing fighter-bomber aircraft, capable of employing
multiple various weapon systems against air and ground targets. The NATO reporting name for the
Su-34 is “Fullback”.
● Maximum capacity is 2 (pilot and WSO).
● The Su-34’s primary weapon is the 30mm GSh-301 a single-barreled, recoil operated
autocannon.
● Additionally, the Su-34 has ten external pylons, each of which may be fitted with one of the
following:
- R-73 short-range infrared-homing air-to-air missile
- Zephyr long-range infrared-homing air-to-air missile
- CH29 laser-guided air-to-ground missiles
- 80mm S-8 rocket pod (20 rockets)
○ Sukhoi T-50 PAK-FA “Flatfish”

The Sukhoi T-50 PAK-FA is a single-seat, twin engine, supersonic, fifth-generation air superiority fighter
designed to compete with American fifth-gen fighters such as the F-22 Raptor. The PAK-FA employs
stealth capabilities to avoid detection, uses thrust vectoring technology to achieve high levels of
maneuverability, and is equipped with advanced air-to-air weapon systems. The NATO reporting name
for the Su-50 is “Flatfish”.
● Maximum capacity is one pilot.
● The T-50’s primary weapon is the 30mm GSh-30 twin-barreled autocannon.
● The T-50 also has several internal weapons bays, capable of fitting a combination of the
following:
- R-74 short-range infrared-homing air-to-air missiles
- R-77 medium-range active radar-guided air-to-air missiles
3. Formations

○ Column

The column formation is probably the most basic and easiest to maintain formation that can be utilized
by a squad/ team. This formation consists of the squad forming a single file column, with each member
following one behind the other. The column formation would most likely be used when the squad is
either travelling between locations, moving through tight terrain which restricts movement (e.g. urban)
or if enemy contact was expected from either flank.
● 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.

○ Staggered Column

The staggered column is an adaptation of the standard column designed to improve both security and
the squad ability to respond to enemy fire as well as reducing vulnerability the ambush/ surprise attack.
This formation consists of two parallel columns, slightly offset from one another on the vertical axis.
It is often used for walking along roads where squad members will walk in a zig-zag pattern.
● 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.

**An important rule to remember when moving in a column/staggered column is that every team member
behind the point man must copy the pace, direction and actions of the man in front.**

○ Line

The line formation consists of all members of the squad/ team standing side by side (i.e. shoulder to
shoulder) facing the same direction. Essentially the line is a column but with all squad members having
turned through 90 degrees in the same direction, either left or right. In order to maintain this formation
each squad member must ensure that he stays at the same pace and facing in the same direction as
the rest of the element, allowing him/her to stay in line with everyone else. This formation should be
used when advancing to contact or when enemy contact is expected from the front (i.e. in the direction
of movement) as all squad members are facing forward and able to simultaneously return fire instantly.
Also, this formation is useful if the squad is sweeping a large area to their front, as this formation allows
the squad to cover a wide area, for example for when hunting for a missing enemy or a dropped item.
● Permits the most firepower forward.
● Extremely weak to fire from flanks.
● Minimum fire power to the flanks.
○ Wedge/Squad Wedge

The wedge formation is essentially an adaptation of the line, where members of the squad are
staggered backwards from the center of the line in order to form a wedge, arrowhead or upturned V
type of shape (^). The wedge shares many of the advantages of the line formation however it aims to
reduce the effect of certain disadvantageous factors. In order to maintain this formation each squad
member must ensure that he stays at the same pace and facing in the same direction as the rest of the
element, as well as being slightly behind and to one side of the next man inwards in the formation. This
formation should be used when advancing to contact or when enemy contact is expected from the front
(i.e. in the direction of movement) as all squad members are facing forward and able to simultaneously
return fire instantly.
● Favors fire to the front and flanks.
● AR should be placed on the weak side of the formation.

○ Echelon Left/Right

An echelon formation is a (usually military) formation in which its units are arranged diagonally. Each
unit is stationed behind and to the right (a "right echelon"), or behind and to the left ("left echelon"), of
the unit ahead. An interesting fact, the name of the formation comes from the French word, meaning a
rung of a ladder, which describes the shape that this formation has when viewed from above or below.
You see these as part of a larger wedge, like section wedge or platoon wedge.
● Heavy firepower to the front and echeloned flank.
● Used to protect an exposed or open flank

○ Skirmishers Left/Right

This is basically a staggered column but on its side.


● 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.

○ Diamond (Marine Wedge)

This is mainly used with escorting a captive target but can be used other times as well, such as moving
through confined areas like hallways or narrow passageways.
● Permits good control and all-round security.
● Formation is flexible.
● Adequate fire in all directions.
● Fire Team Leader and Automatic Rifleman are interchangeable.

An important rule to remember when traveling in a column or staggered column formation is that it is important
to remember not to just walk with your eyes fixed on the man in front of you. You should maintain awareness of
what the man in front of you is doing, however you should also be scanning the surrounding area for potential
threats. The point men will watch the 180 degrees to the front of the column, each man behind him should
watch the 180 degrees to their left or right, alternating which side they watch. The rear-most men are
responsible for watching the 180 degrees to the rear of the column, ensuring that no threats are approaching
from behind.
4. Patrolling Fundamentals

○ Five Principles of Patrolling:

● Security - Always maintain 360° security.


● Surprise - Do NOT be predictable, mix it up. Don’t take the same route each time.
● Coordinated Fire - During combat, utilize coordinated fire to maximize suppression and
destruction. This is the most efficient way to provide the most suppression while using the least
amount of ammo.
● Violence of Action – This is the unrestricted use of speed, strength, surprise and aggression
to achieve total dominance against your enemy. Use coordinated fire, etc.
● Control - While following the previous principles, you need to maintain control over the
situation. Don’t lose focus on the objective. Don’t get fixated on a target and remember to
always maintain security.

○ Rally Points:

● Assembly Point - Large enough for the patrol to assemble in. (Gear up, Plan and
Prepare to move.)
● Initial Rally Point - Will be the final crossing out of friendly territory and entering enemy
controlled territory.
● Other Rally Points - Any points after the initial Rally Point and the last Rally Point. Can
be anything from a Dismount Location to an Observation Point.
● Objective Rally Point - The last point, is used to set up and process the final plans if any
changes have been made. Normally the Observation Point is overlooking the target.

○ Offensive Patrolling:

There are 3 key elements that make up offensive patrolling:

● Assault: The assault element provides rear security during movement and also acts as
the maneuvering element of the patrol.
● Support: The support element executes tasks that the squad cannot 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 o’clock.
○ Patrol Formation / Conduct Under Fire

The Point Man (Rifleman) should be facing forward. The last man (Asst. Automatic Rifleman) should
check the rear every few minutes. Everyman between them should have their head on a swivel (Head
turning Left to Right, then back again, repeating this.) as they may pick up something with their eye-
sight, the man across the street from them may not.

● OPFOR (1) As the example shows, a squad is doing a patrol in the "Staggered Column
Formation" and come across an enemy approaching from the front. Team 1 will push up and get
on a line formation, with the point man, providing suppressive fire as Team 2 & 3 move to get on
line with them. Depending on the type of terrain (left side of the road has an open flat field, while
right has a rocky forest) both teams may move to the same side to form a longer line and bring
more fire down on the enemy.
● OPFOR (2) As the example shows, if the column is engaged from the "North Side" of the map
(Right side of the road) the left line would cross the street and get on line with the "Right"
Column bringing the most amount of firepower down on the enemy.

5. Team Communication

○ Proper Target Identification and Relaying Information (A D D R A C)

● Alert – (See different contact types 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 combatant 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 Reports

When pulling security after an engagement, team/squad leader should request an ACE report.
ACE stands for:
● Ammunition, 100%-75% Green, 75%-50% Yellow, 50%-25% Red 25%-0% Black
● Casualties, Green – Perfectly fine, Yellow – “Walking Wounded”, Red – Combat
ineffective, Black – Down
● Equipment, (more specifically any sort of special equipment; such as the AT-4).
○ Salute Reports

● Size – How many?


● Activity – What are they doing?
● Location – Grid reference, Buildings?
● Unit – What type are they?
● Time – How long ago?
● Equipment – Any special Equipment?

○ Echoing Orders

● Self-explanatory, simply "repeat" the orders out loud down the line passed from the fire
team leader.

○ Verbalize Actions

● When following an order (such as peeling), or just when doing something on your own
(such as reloading, moving, set at a position) you always have to verbalize it! Keep
talking, so your team leader and the fire team, knows your whereabouts and that his
order is complete.
6. Grenade Range

Have the students take a lane while one instructor remains safely in the observation box and the
other near the students that are actively throwing. Instructors call out which lanes they want to
throw and then assess the damage.

Each student will throw 2 grenades.

Procedure is as follows: Student will come up to the sandbag wall. When the instructor tells the
student to throw the grenade the student will throw it at the selected target

○ Grenade Throwing Procedure

● Identify Target
● Call Frag Out
● Deploy ordnance

Note: Do NOT say grenade as it stands for incoming “enemy” grenades.

○ Bad Frag Procedure

● Call “BAD FRAG, BAD FRAG, BAD FRAG”.


● Find nearest cover
● If cover is unavailable get as much distance as possible and prone out.

○ Flashbang Demonstration

● Identify Target
● Call Flash Out
● Deploy ordnance

Note: Here you will demonstrate the flashbang to the students by having them gather around and deploying a
flashbang on the ground. This is to ensure they understand the effects that the flashbang creates. Additionally,
you should explain that the flashbang DOES work on AI and should be utilized whenever possible and
appropriate.
7. MOUT (Military Operations in Urban Terrain)

Form the students into a school circle and proceed with the following information as a lecture
with demonstration as well. At the end, open it up for questions. Then perform a practical
application for each team individually on the buildings. If there are enough students, conduct
one building clearing with the entire squad.

○ 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.

○ Outside Security

● Usually set up by the AR and AAR when it is not necessary for the whole Fire Team to
clear the room / building.

○ Point-Man Responsibilities

● “Hooking” and “Pie-ing” around corners and doors.


● Calling out targets and danger areas.

○ Breach and Clear:

● Form a stack on the door intended to be breached.


● Sound off (one set, two set, three set, four set)

○ Breaching with Ordinance

● Flash Bang: Non-lethal breaching option if civilians are present, or the presence of
individuals, is unknown, inside the structure. This is the normal and preferred method of
breaching. The concussion grenade will stun subjects in the room for approximately
three (3) to five (5) seconds.
● Frag Grenades: Lethal form of breaching used if no civilians are present and there is a
known enemy presence inside the structure.

Note: fragmentation grenades are rarely used in MOUT, as there is a risk of demolishing the
structures in the vicinity; as well as wounding friendlies or civilians inside.
○ Room Clearing

● Once Breaching type and all members have sounded off, it is time to begin the breach.
● Point man will designate a direction and move to enter the opening.
● Once he crossed the threshold of the opening he will move his sight to the furthest
corner of the direction he designated.
● Second man will move the opposite direction and mirror the first man.
● Third man will follow the first cover at a 45 degree angle off of shoulder
● Fourth man will move opposite of third man and mirror his actions.

○ Button Hook Breach

● Immediately wrap the doorway pressing all the way down the wall.

○ Cross Breach

● Crossing the threshold of the doorway to breach to the side opposite of your starting
position.

○ Riding the wall

● It is important to remember never to cross through the center of a room as it exposes


you to danger zones.
● Once a room has been breached each E-Marine should maintain contact with the wall to
minimize their exposure to danger areas.
● Move halfway to three quarters of the way down the wall and avoid the corner.
● Once the threshold has been met you cut the corner to the next available wall to allow
the continuance of movement through the building.

○ Marking Buildings

Utilizing Spray Paint


● Green X - Cleared Building with no hostiles found
● Green XX - Cleared Building with hostiles found
● Red X - Cleared Building with a Weapons Cache that requires detonation
● Red XX - Booby Trapped building
● Blue X: CCP
● Blue XX: HQ Building/ Building holding secured HVTs, VIPs, POWs
● Black X through any of the above symbols - Is used to denote and error or change
that results in the symbol being disregarded
○ 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.
● When moving along streets and alleys, select cover in advance. Hug walls and stay in the
shadows as you move from cover to cover. Keep away from the middle of the street (they are
natural kill zones for crew-served weapons) and above all, don't Bunch up.
● Don't cross streets unless absolutely necessary. if you do have to cross a street, coordinate
your crossing with your cover team /party.
● When crossing streets, move directly rather than diagonally. To limit exposure time, teams
cross together when possible but disperse again as soon as the street is crossed.
● When it is an advantage, use smoke to screen your movement. When using smoke,
remember that it can also obscure the observation of the friendly covering team.
● When passing windows, make sure that you go completely under them or step completely
over them.

○ Buddy Teams

● Red Team: Rifleman & Fireteam Leader.


● Blue Team: Automatic Rifleman & Assistant Automatic Rifleman.

Note: 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.

○ Threats in a MOUT Environment

● Roads: Roads are the enemies most likely avenue of approach and are also patrolled by
enemy vehicles and armor. When possible, maneuver through backyards, alleyways, or
any alternative routes that are available.
● Buildings: 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.

NOTE: The standard of movement in a MOUT environment should nearly always be some form of bounding,
especially while in a combat situation. Whether it’ s 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

○ MOUT Practical

● Set up a small-scale breach and allow students to maneuver through an urban area and
breach a building suitable for a fireteam sized element.

END OF DAY 2
DAY 3 - Common Skills 103

Make sure all students remain in formation which they load. Separate the rows into fireteams and assign them
roles in the fireteam. First in line will act as the team leader if he has not already served as the team leader.
Second in line with act as the automatic rifleman if he has not already served as the AR. Third is the assistant
automatic rifleman if he has not already served as the AAR. The last in line will act as the rifleman if he has not
already served as the rifleman. After the roles are issued pass out the loadout document and send the
students into the armory to retrieve their gear.

Allow four minutes for gear retrieval on day 3.

After time has expired make sure students are back into formation and have all of the correct
gear. With medical supplies in their backpack.

1. Mounting and Dismounting Procedures

○ Mounting Crew Served Ground Vehicles

● Form up with your gear ready to go for the mission. Be in a file-formation facing towards
the vehicle, waiting.
● Await permission and orders to mount the vehicle. Permission comes from the
driver/crew and orders come from your leader.
● Team leaders will step to the side make sure all of their subordinates are loaded and then
load himself.

○ Mounting Aircraft
● Form up with your gear ready to go for the mission. Be in a file-formation at a 45 degree
angle towards the vehicle avoiding any rotors, waiting.
● Await permission and orders to mount the vehicle. Permission comes from the pilot/crew
and orders come from your leader.
● Team leaders will step to the side make sure all of their subordinates are loaded and then
load himself.

○ Dismounting
● Await permission and orders 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.
● Dismounting a ground vehicle the minimum accepted clearance is 20 meters (a 5 count
will get you an appropriate distance away).
● Dismounting aircrafts the minimum accepted clearance is 35 meters. (a 8 count will get
you an appropriate distance away).
○ Insertion

● When you’re approaching, be ready to step off. You will usually be given an order to
disembark such as being given numbers or by fire teams or squads.
● If no order is given unload from the rear of the vehicle (closest to the door) the front
(furthest from the door).
● Get out and get spacing from the vehicle. 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.

○ Evacuation

● 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, it’s 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.
● Make sure to hold your security until it is your time to board.

Note: Allow the students a couple attempts at loading and dismounting into the gator. Make sure
they are forming a proper file. Requesting permission, loading their teams properly, and
dismounting from back to front properly.
2. Convoy Operations

○ Communication

As with everything, communication is key. Keep the information going on convoy net (Channel
57 on the PRC-152), and call out turns, speed changes, enter and exiting urban environments,
potential threats, maneuvers, etc.

○ Call outs

● Turns: "Vic (short for "Vehicle") one, turning left" "Vic X, turning left" "Last vic, turning left"
● Last vehicle of the convoy should always call out the turn/change in movement, as "last
vic"; so everyone knows the movement/change is complete.

○ Speed should be consistent

● To do this, use the Delete key to set a speed governor at the current speed. You can then
just hold down the W key and maintain that speed.

○ Gun Orientation

As with everything, we want to maintain 360-degree security.

● 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 vehicle’s gun should always be pointed to the rear of the convoy.

○ Pushing Through Contact

● Unless you’re told otherwise, push through contact until you can find sufficient cover and then,
if ordered to do so, dismount, double back and eliminate the threat. Our priority is the vic and
everyone in it.

○ Moving to Cover/Defilade:

● Upon receiving fire, drivers should find the nearest cover available to protect the vehicle
and allow Marines to dismount while still exposing the gunner to effectively return fire.

○ 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...
○ Types of Dismounts:

● Soft: Only the passengers get out, driver and gunner stay in. Driver turns off engine.
● Hard: Everyone but the gunner gets out, driver stays near the door to quickly get into the
vehicle if needed
● Full: Everyone gets out of the vehicle and gets away from it.

○ 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 escorts (usually the rest of the vehicle’s fire team) move ahead
of the vehicle to clear corners, openings, and down street crossings. A vehicle, whether it
is a Hunter or a tank, should never be the lead element during mounted operations.

○ Using a Vehicle for Cover:

When vehicles are effective cover:

● When receiving small arms fire in the vicinity of the vehicle. Basically, getting suppressed
from anything the vehicle is able to sustain, for a longer period of time.

When vehicles are not effective cover:

● When enemy tanks, aircraft, or rockets are firing at you. Anything that can destroy the
vehicle renders the vehicle ineffective for cover.
3. Land Navigation

○ 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

Sector Reference

● Indicates a 33m x 33m area.


● Accurate.
● Reference number derived by projecting a North, Northeast, East, Southeast, South,
Southwest, West, and Northwest compass rose onto the grid square.
● Written/Read as "###### NW/N/NE/E/SE/S/SW/C Sector"
● Example: "857547 NE" or "857547 NE Sector”: 857 across the top | 547 along the side
| NE Sector 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.
● 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 Functions, Usage, and Situational Awareness

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


● 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.
● Use Binoculars or Scopes to check possible targets at a distance.
● Always try to scan from right to left.

○ Practical Application by Orienteering


The students will conduct the land nav course in groups of fireteams. They will have to navigate
their way back to their starting point, with a new "navigator" for each point; and have all of their
unique items ready at the end, as proof that they found their points.

Course One Course Two Course Three


0319-0475 0285-0465 0384-0403
0443-0418 0389-0454 0453-0397
0454-0369 0361-0320 0435-0294
0371-0355 0315-0289 0304-0330

Open up for questions regarding the lecture of the day.

To wrap up the day, return to the barracks area and debrief the students as to their overall
performance and ask if there are any other questions regarding any of the subject material of
Day 3.

Remind them of their next class date and time and dismiss them.

END OF DAY 3
DAY 4 – FTX

Administrative:

Make a TeamSpeak wide announcement 10-15 minutes prior to the start of training. After doing
this load the ITB Training map so it is ready for load-ins. No later than 3-5 minutes after the start
time take roll call of all present. If anyone is late at the completion of roll call they have missed
training and will be recycled.

Make sure all students remain in formation which they load. Separate the rows into fireteams
and assign them roles in the fireteam. First in line will act as the team leader if he has not
already served as the team leader. Second in line with act as the automatic rifleman if he has
not already served as the AR. Third is the assistant automatic rifleman if he has not already
served as the AAR. The last in line will act as the rifleman if he has not already served as the
rifleman.

Allow four minutes for gear retrieval on day 4.

Inform the students of the time-limit for the day: 30 minutes of loading out, setting up their gear
correctly, getting a battle-plan, convoy route and course of action sorted out etc. (Basically the
students should have the standard load-outs for both the vehicles and for the personnel; but
additionally loud out, what they find necessary to bring to the battlefield). The students have
11⁄2 hours to complete the objective(s) -and to exfil the AO, back to base (optional).

Open up for questions/comments/concerns*.

Once the FTLs finds it suitable, they are to receive a narrowed OP Order from the instructors,
explaining the situation and the mission, as well as the logistics around designated frequencies,
etc.

After the briefing, FTLs are to brief their team, and designate one (1) member of each fire team,
to follow one of the instructors to the motor pool; grabbing a MRAP and driving it to the Apron
-preparing them for the load-outs.

The FTX (and timing thereof) will begin immediately after the questions, prior to the team's
loading out.
1. Field Training Exercise

Isolated mission that encompasses all of the common skills the 03XX’s learned throughout the
SOI process to test their newly acquired knowledge and skills in a controlled environment.

○ Instructors will designate which student leads the op.


○ Instructors should be acting as both squad-leader(s) and as corpsmen (as they are invincible).
○ After everyone has a map, brief them by making markers on the map in side chat.
○ The Road to the AO will be cold or hot it is up to the instructor
○ The Objective Town is up to the instructor's choosing. The students should be required to
assault and clear an enemy stronghold (primary objective)

Also, they may be required to retrieve some kind of intelligence on a secondary objective or attack a FOB or a
roadblock (optional); where they are to adapt into a battle-plan.
(Be sure to spawn enemies in town as well as random patrols -without it being unrealistic)

○ Once the town is secure the instructors may have you convoy back or may call an ENDEX
where you are.
○ Never be Afraid to step in to correct their mistakes

Finally debrief them on how they did. Then open the floor to any questions/feedback on how
they did or how the mission was

2. Graduation

○ Billet assignment

● List how many current openings in each entry billet as indicated by the “Open Billets”
page of the website. *Also indicate which of the rifle platoons are most understrength
● Answer to best of your ability any questions the students may have to what a particular
billet may do in the unit prior to them choosing. IE: Tank Crewman operates a M1A1 in
mission supporting the main element.
● Ask each student which MOS they want to be assigned. *If they choose a Corpsman or
Student Pilot then they must request a transfer and give you a “Backup” MOS incase
their request is denied.
● Link them to the appropriate place to report into on the forums. Explain the report-in
process including the 72 hours it may take to gain access on the forums.
● Assign each student the “(SOC)” tag on TeamSpeak.
● Congratulate the students on successfully completing ITB.

End of ITB

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