Professional Documents
Culture Documents
TO OMEGA
A MILSIM TACTICAL
PRIMER AND TRAINING
MANUAL
CRAIG R. WHITE
Copyright © by Craig R. White, 2019.
While every reasonable precaution has been taken to ensure the reliability and accuracy of this book
and its contents, neither the author not the publisher assume any responsibility for the use or misuse
of information contained herein. Suggestions and advice provided herein are only offered to provoke
independent thought. In no event shall the author or publisher be held liable for any incidental,
consequential and/or indirect damages (including but not limited to, damages based on loss of profits,
business interruption, loss of information, etc.) caused by the use of this book. This book is for
informational purposes only.
To Nan, Ethan and Peyton for their
patience in allowing me to pursue this
crazy hobby.
“THERE ARE NO SECRETS TO
SUCCESS. IT IS THE RESULTOF
PREPARATION, HARD WORK,
LEARNING FROM FAILURE.”
COLIN POWELL
JOHN STEINBECK
Although I have learned quite a bit about airsoft and MILSIM over the
years, I do not profess to know everything about the sport and I am sure
there are others out there that are more versed in the application of more
advanced tactics and techniques. Much of this has to do with the
experiences of these other individuals compared to my own. That being
said, this manual is intended to act as a guide for less experienced airsoft
players and teams that are interested in taking the plunge into MILSIM and
to get themselves to Omega.
Tactics do not remain static. By their nature, tactics evolve over time
to address new issues as they arise. As such, individual players and teams
should be constantly learning and addressing issues within their own SOPs
and TTPs as they evolve over time. Developing and effectively
implementing a superior and efficient tactic, technique and/or procedure on
the MILSIM battlefield can make the difference between success and
failure.
Craig R. White
a/k/a “Bulldog”
PA R T I – B A S I C
C O N S I D E R AT I O N S ,
FIELDCRAFT AND
TEAM ROLES/
RESPONSIBILITIES
ALPHA: BASIC OVERRIDING
CONCEPTS
To me, the best place to start explaining tactics, techniques and
procedures (TTPs) is to illustrate the basic building blocks and concepts
that underlie all of them. You must have an intrinsic “gut” understanding of
the following concepts to develop and apply TTPs effectively. Repeated
effective training will help achieve that goal.
3. Keep your finger off the trigger until you are ready to shoot.
DEFINITION OF
TECHNIQUES
TECHNIQUES are the general and detailed methods used by troops or
their commanders to perform their mission and function. It is the manner in
which troops and their commanders perform their tactics. An example of a
technique is the manner in which a player performs the function of point
man during room clearing operations.
DEFINITION OF
PROCEDURES
PROCEDURES are the standard methods used by troops or their
commanders to perform or complete a task. An example of a procedure
would be the manner in which a squad leader calls in artillery fire or close
air support (CAS).
EMPLOYMENT OF
TACTICS, TECHNIQUES
AND PROCEDURES
Tactics, techniques and procedures (TTPS), as a whole, are generally
accepted practices used to conduct military operations. “Generally
accepted” means that the described TTPs are applicable to most operations,
most of the time and are generally accepted as effective. TTPs are used to
gain advantage over the enemy through psychology, position and/or timing.
Each TTP must be vetted for effectiveness in force on force testing
according to the following principles:
TIMING: Does the TTP effect an advantage in timing over that of the
enemy including the ability to put effective, aimed fire on the enemy while
denying or delaying the enemy from doing same? (I.e. effectiveness and
simplicity).
Each TTP needs to incorporate as many of these principles as possible
while maintaining simplicity of action to maximize their effectiveness.
GAMMA: FIELDCRAFT,
BASIC SKILLS AND
STANDARD OPERATING
PROCEDURES
FIELDCRAFT AND BASIC
SKILLS:
FIELDCRAFT IS THE BASIC BUILDING BLOCKS IN THE
DEVELOPMENT OF EFFECTIVE TTPS.
THIRD EYE: Point your weapon in the same direction as you are
looking so that you can more quickly and effectively engage enemy with a
minimum of additional movement.
FIRE TEAM LEADER: The Fire Team Leader (FTL) directs his fire
team so as to accomplish the Squad Leader’s (SL’s) orders. The Fire Team
Leader leads from the front. He adjusts his Fire Team’s positions during
combat to secure the area for which he is responsible and keeps them
combat ready. He requests LACE reports from his fire team and works to
address those needs. The Fire Team Leader replaces the Squad Leader if he
goes down. (See Chain of Command Infra).
KIT
ONE WAY OF FIGHTING: Use the same kit that you intend to use
at MILSIM events at skirmishes or pick-up games. This will give you an
opportunity to determine which set-up works most naturally for you. Your
goal is to be able to reflexively use each part of your kit without thinking
about it. That will allow you to focus on situational awareness instead of
your kit.
TEST YOUR GEAR EXTENSIVELY BEFORE FIELDING IT AT
AN OPERATION: Thoroughly test any new addition to your gear ahead
of any op to insure that it functions properly. Any defective or damaged
gear needs to be replaced before operations commence. This especially
applies to your primary weapon, side-arm and communications gear. With
communications gear, it is especially important to insure that all antennas,
cabling and connections are secure and functioning properly.
CHAIN OF COMMAND
DEFINITION OF CHAIN OF COMMAND: Chain of command is
defined as the line of authority and responsibility along which orders are
passed within a military unit and between different units. Each tactical
element leader must follow orders provided by the leader of the element
above it in the chain of command and pass them down to leaders of units
under his/her command. Similarly, each tactical element leader must report
back “up the chain of command” to the leader of the element immediately
above him/her, with reports and other tactical or strategic information.
Fire Team: Fire Teams (FTs) are the smallest element in most MILSIM
events. They normally consist of 4-6 players and are led by a Fire Team
Leader (FTL).
SUCCESSION OF COMMAND: Prior to commencing operations,
each tactical element leader needs to designate the unit’s internal chain and
succession of command (SOC) including Fire Team Leaders. Succession of
command structure needs to be made and communicated to all tactical
element members well in advance of taking the field. All tactical element
members in succession of command need to be able to manage dual comms
including radio communications with higher command.
TECHNIQUES AND
STANDARD OPERATING
PROCEDURES – (SOPs)
SHOOT, MOVE, COMMUNICATE: Every team member has three
basic responsibilities: SHOOT, MOVE and COMMUNICATE. If you are
not doing something in furtherance of these responsibilities, you are not
helping the team. If you are not doing anything productive and directed
toward these responsibilities, look for something to do that furthers the
team’s mission.
MAINTAIN OBJECTIVE FOCUS: Take actions that further
completion of the mission/task assigned to you. If it doesn’t further
completion of the mission, don’t do it. For example, do not allow yourself
to get engaged in a firefight when it does not advance the mission.
1. Take a knee and yell “Red” to let team members realize you
need to change magazines. Your battle buddy should cover you
while reloading.
With this signal, the patrol “walks it in” to close in the distance or
intervals between players while stepping left and right alternatively to
provide security and to leave a path to walk through the center of the
formation. This signal is often used to designate a patrol rally point, to
perform a navigation check, to perform a head count for the patrol, to make
sure troops hydrate and for leaders to conduct a brief conference.
COME HERE = Come to my position. This signal is performed by
extending the hand and arm away then moving it toward your body.
GET DOWN = Get down behind cover or go prone. This signal is
performed by extending an arm out with the palm facing down then moving
the hand and arm toward the ground.
LOOK HERE = Look in the area where I am pointing. This signal is
performed by holding the non-shooting hand straight and with the palm
down just above your eyes then pointing where you want the recipient to
look. A variation of this hand signal is to point at your own eyes then point
in the area where you want the other team member to look.
LISTEN = Stop moving and listen. Performed by pointing to or
cupping hand around ear.
READY OR ALL GOOD = Ready to proceed or all good. Performed
by giving the thumbs up sign.
RALLY UP (on me) = Form up on my position. This signal is
performed by holding arm up while twirling finger in circular motion.
RALLY POINT = This is the location of the rally point. If the team
must break contact with enemy, it should return to this rally point to form
up if possible. This signal is performed by extending an arm down and
twirling the index finger at the ground/rally point.
I UNDERSTAND = I understand your instructions. Performed by
giving the thumbs up sign.
I DON’T UNDERSTAND = I did not hear or understand your
instructions. This signal is performed by holding an arm out front with
palm facing out then sweeping the palm back and forth.
DANGER AREA = Indicates that the area indicated may contain
threats. This signal is performed by pointing at an area while
simultaneously slashing across throat with the edge of other hand. An
alternative of this signal is to point at the danger area then using the same
hand to simulate slashing your own throat.
ENEMY = Enemy in the direction indicated. This signal is performed
by holding the palm of your hand in front of your face then pointing in the
direction of the enemy force.
MOVE TO = Move to the area indicated. This signal is performed by
pointing at the team member designated to move followed by pointing to
the area where he/she is to move. As an alternative, use of the “knife hand”
can be used in place of pointing.
MOVE UP = Continue movement toward current objective. This
signal is performed by moving an arm in a windmill motion from low
behind your back then up and forward over the shoulder.
WEDGE FORMATIONS = Advance in wedge formation. This signal
is performed by extending both arms down and away from the body.
LINE ABREAST FORMATION = Advance in line formation. This
signal is performed by extending both arms out to the side and parallel to
the ground.
The direction of the line is indicated by the direction the signal giver is
facing combined with the position of the signal giver’s hands. By following
up using a pointing or knife hand movement, the axis of advance for the
formation is also given.
COLUMN FORMATION = Form up in column formation. This signal
is performed by making a karate chop type motion to and away from the
face. Staggered column is indicated by making alternating karate chop type
motions to the left and right sides of the face.
CEASE FIRE = Stop firing. This signal is performed by passing the
hand up and down before your face with the palm facing toward your face.
This is probably the only hand signal where it is appropriate to yell “cease
fire” while performing this hand signal. After all, your team is already
firing when the signal is given. Stealth is already lost at that point.
GRENADE = Throw grenade into room. After giving the signal, the
Point Man will hold up either one or two fingers to indicate how many
grenades need to be thrown into the room. If the GRENADE signal is
given followed by thumbs down signal, it indicates that a “dummy grenade”
will be thrown into the room. This signal is given by holding arm above
shoulder while performing squeezing motion with hand.
COVER ME = Cover me as I move to a new position. This signal is
performed by moving the hand (palm down) back and forth over the top of
the head.
GET UP AND MOVE OUT = Get up and move forward. This signal
is performed by initially moving the hand with palm facing up from the
ground then rotating the arm back then forward over the shoulder.
RADIO
COMMUNICATIONS AND
DOCTRINE
RADIO COMMUNICATION STANDARD OPERATING
PROCEDURE: Proper radio etiquette must be observed at all times.
Radio transmissions must be short and concise to keep the radio net open
for important information and orders. Lengthy radio transmissions should
be avoided. Provide information in short bursts to avoid cluttering or
overloading the net. Follow the following procedure during radio
communications:
For example, if you were to spell out “objective”, you would spell it as
“Oscar, Bravo, Juliet, Echo, Charlie, Tango, India, Victor, Echo”.
SQUAD AND FIRE TEAM LEADERS: The SL’s focus on radio use
is to communicate orders and other pertinent information to FTLs from
higher command. Although FTLs should convey orders to his team
personally, there will be occasions, such as during dynamic room entry or
where stealth is important to communicate via radio.
TYPES OF
COMMUNICATION
METHODS
There are advantages and disadvantages to each method of
communication on the MILSIM battlefield. During operations, you should
consider which method will work best for you under the circumstances in
which you find yourself. These advantages and disadvantages are reflected
in the following chart. As always, this chart simply serves as general
guidance. Actual decisions as to which method of communications to use is
specific to the environment you are in and the mission parameters you are
attempting to complete.
CHALLENGES AND
PASSCODES
CHALLENGE WORDS/PASSCODES: Challenge words/passcodes
are used to help identify friend from foe (IFF). The challenging party
provides the first part of the passcode. The responding party must provide
the proper response or be deemed enemy. For example, if the Challenge
Words/Passcode pair is Sunday Pancakes, the challenging party would say
“Sunday”. To avoid being deemed enemy the responding party would have
to respond with “Pancakes” as the proper response. The problem with
simple Challenge Words/Passcodes is that the enemy will eventually figure
them out. Using challenge/passcodes as part of a phrase or sentence makes
it more difficult for the enemy to figure the Challenge Word/Passcode out
and use it against friendly forces.
SECURE THE ROOM: Search closets and other areas of the room
that were not cleared during initial room entry and set up security to cover
any entryways into the room just cleared.
REPORT STATUS: Team members need to report their status to
higher command once building/premises are secure, whenever they
discover critical information, complete specified tasks assigned to them,
suffer more than 50% casualties or otherwise become combat ineffective.
COVER AND EVACUATE: Once the team has back cleared to the
building entry point, they must be ready to exit the structure with any
prisoners and hostages while under fire.
GENERAL
CONSIDERATIONS
COMPLEXITY OF ENVIRONMENT: CQB is a thinking man’s
game that requires team members to think in three dimensions while
assaulting complex buildings and structures. In so doing, the team must
recognize threat angles both against the enemy and the team. It also
requires ongoing communication and passing of critical information in real
time.
CLEAR THE ENTIRE FLOOR: Clear the entire floor that you are
working on before moving to other floors. This will prevent leaving enemy
behind in uncleared rooms where they can re-occupy rooms you cleared.
SECURITY: The entry team must also provide its own security
during the entire process of clearing a building…from the approach to the
objective through exiting the building. CQB is a complex environment that
often involves many intersecting halls, rooms and stairways that are in close
proximity to each other. Also do not leave an un-cleared room between you
and your extraction or exit point.
Point Man will move along the near wall opposite of the entry point
from the Point Man and will engage immediate threats without stopping.
He will continue to move along the near wall until he clears the near
corner. His primary responsibility after entering the room is to clear the
corner on his side. See Diagram “A”. As part of the team’s SOP’s or upon
receiving the command “One Dominate”, Point Man will move along the
side wall to the opposite corner. It is important that only the Point or
Second man be commanded to dominate once the entry team initially
breaches the room. This is designed to decrease the possibility of friendly
fire should enemy be located hidden in the middle of the room.
Once Second Man has cleared the corner on his side of the room, he
should shift his area of responsibility toward the interior of the room.
FOURTH MAN/SECURITY
ENTRY
The Fourth Man/Security’s responsibility is to provide rear security for
the rest of the entry team as they enter the room. He covers the doorway
from the inside of the room after the rest of the entry team is inside the
room. His other responsibility is to throw one or more grenades into the
room before team entry as directed by the Point Man and/or to breach
(open) the room door so as to allow entry for the remaining three elements
of the stack. In such circumstances, Fourth Man/Security enters the room
immediately after Third Man enters the room.
Fourth Man is the last person to enter the room. After taking a few
steps into the room and clearing any immediate threats, Fourth Man turns to
cover the door he just passed through to provide rear security. See
Diagram “D”.
POST ENTRY
PROCEDURES
As each team member reaches his/her point of room domination, he
will signal whether his/her area of responsibility is clear. This should
preferably be done in as quiet a manner as possible or via radio. Use of
thumbs up hand signal is preferred. Team members announce “Clear” in
the order in which they have entered the room.
Once the entire room is announced clear, each team member will
announce their readiness status by checking off with their position in the
stack. Example: “One up, Two up, etc.” This check in should be done via
radio to minimize noise.
All casualties are revived (“medic’d”) prior to moving to next room in
the building.
Set security until entry team is ready to move to the next room.
MULTIPLE
ROOMS/ENTRY TEAMS
The squad divides into Alpha and Bravo entry teams. Once the initial
room is cleared by one entry team, the other entry team would then enter
the room to stack up for entry into the adjoining room. The second entry
team would move into position behind the security provided by the first
entry team. See Diagram “E”.
The entry teams would alternate which one would stack up to enter the
next room. This allows a leapfrogging action through multiple rooms and
allows each entry team time to form back into their stack for the next room
entry.
Room entry on corner fed rooms works the same as standard room
entry (Center Fed) except the dominant walls are not parallel to each other.
This requires team members to be careful of friendly fire since team
members will tend to move more forward into the room.
DELIBERATE ROOM
ENTRY
As an alternative, team members may clear rooms using a deliberate
room entry technique. The primary difference between Dynamic Room
Entry and Deliberate Room Entry is that Point Man attempts to clear as
much of the room as possible from the outside by using the diminishing
sector/pie slicing technique before committing to clearing the room.
Although this is a more cautious room entry technique, it often sacrifices
speed and surprise in favor of force protection.
PROCEDURE:
3. Point Man makes a reverse sweep back toward the entry team
stack before committing to entering the target room.
ROOM CLEARING
COMMUNICATION
PROWORDS
STATUS = Command from entry team leader to declare whether their
physical status and/or whether their sectors/areas of responsibility are clear.
PROCEDURE:
1. The first two men in the stack point their weapons at which
room entryway they intend to “plate”.
PROCEDURE:
1. When first entering the hallway, Point Man steps wide into
hallway to provide cover for rest of the team entering the hallway.
The idea is to reveal as little of the team member’s body while clearing
such areas. The team member must be careful to prevent extending arms or
legs beyond cover. Watch the “chicken wing” when clearing corners.
PROCEDURE:
Dual Entry Team Tactical Movement: Point Man of each entry team
form up close to each side of the hallway walls while angling their
respective fields of fire towards an area opposite and in front of the other
entry team. Second Man of each entry team will form up just behind and
inside of their respective Point Men. Their fields of fire should be forward
and parallel to the hallway walls. Third Men of each entry team will form
up slightly behind and outside of the Second Man with his firearm sticking
out between them. Fourth men of both teams will be positioned
immediately behind Third Man and will provide rear security. See
Diagram “H”.
TACTICS FOR CLEARING HALLWAY INTERSECTIONS
Four Way Intersections: Point and Second Men (if moving as single
entry team) will pie each corner before committing to rounding the corner.
Each team member must lead with his weapon and engage any immediate
threats using point shooting techniques. It is critical that Point and Second
Men pie their corner and commit to taking the corner simultaneously to
prevent exposing each other’s back to potential enemy contact from
behind. (See SET-SNAP Procedure, Supra). Third and Fourth men would
then follow behind first and second man on their respective sides and cross
over the intersection and into the hallway where the team intends to
continue moving. See Diagram “K” and “L”.
Hallway Corners: One entry team member pies the nearside corner
before committing to going around it. When this happens, another entry
team member moves around the corner and to the opposite side of the
hallway to provide support and eliminate all threats. (See Push Out
Procedure, Supra).
DIAGRAM “F”
SINGLE ENTRY TEAM HALL MOVEMENT
DIAGRAM “G”
DIAGRAM “H”
DIAGRAM “I”
DIAGRAM “J”
DIAGRAM “K”
DIAGRAM “L”
PA R T V –
S T A I R WAY
CLEARING
TA C T I C S A N D
PROCEDURES
ETA: CLOSE QUARTERS
BATTLE – STAIRWAY
CLEARING
STAIRWAY CLEARING
AND TACTICS
GENERAL CONSIDERATIONS:
Move up the outside of the stairway while staying off the walls. Allow
the stairs themselves to provide as much cover as possible to potential fire
coming from above or below.
The Point Man moves to the opposite side of the stairway while
proceeding methodically up toward the top of the stairs. See Diagrams
“M” & “N”.
At the same time, the Second Man moves to the near side of the
stairway and immediately abreast of the Point Man. He moves in sync with
the Point Man in proceeding methodically up toward the top of the stairs.
Third Man moves to a position just behind and between Point and
Second Men with his weapon sticking between them as he proceeds up the
stairs.
Fourth man proceeds up the stairs behind the Third Man while facing
backwards to cover the rear.
If enemy forces are known to be securing the top of stairs, the Point,
Second and Third men will proceed to fire in steady rate to keep defenders
suppressed until the top of the stairs can be reached.
Initially, the entry team would stack on up the initial portion of the
commercial stair in the same manner as with a straight stairway. See
Diagram “O”.
Point Man begins movement up the lower stair on the outside edge
while moving upward toward the landing. Point Man’s area of
responsibility is the landing immediately ahead and above him. Second
Man moves up immediately behind Point Man while covering the stairs and
landing behind and above him. Third Man moves immediately behind
Second Man. His immediate area of responsibility is the opposite corner of
the next landing and ascending stair immediately ahead and above him. See
Diagram “P”.
Point Man continues to move up the lower stair toward the landing
while covering same as well as any door entering onto that landing from his
right. As the stack moves up the stairway, Second Man continues to
maintain his field of fire and area of responsibility on the landing/top of
ascending stair above and behind the stack. Third Man continues to
maintain his field of fire and area of responsibility on the opposite corner of
the landing and the lower portion of the ascending stair immediately ahead
and above him. Fourth Man’s area of responsibility is the left side of the
landing above him as well as any door entering into the landing from his
left. See Diagram “Q”.
Upon reaching the landing, Point Man moves around the outside edge
of the landing to the beginning of the next ascending stairway while
covering the stair and/or landing immediately in front and above him. The
remaining members of the stack line up and cover their areas of
responsibility as set forth in the previous paragraphs before repeating the
same procedure to clear the next stairway and landing. See Diagram “R”.
When in doubt, team members need to cover any gap in the stack’s
fields of fire/areas of responsibility not already covered by another team
member. When in doubt, cover a hole.
DIAGRAM “O”
DIAGRAM “P”
DIAGRAM “Q”
DIAGRAM “R”
PA R T V I – L A N D
WA R F A R E –
B AT T L E
F O R M AT I O N S
THETA: LAND WARFARE –
BATTLE FORMATIONS
FORMATIONS
ALL PLAYERS NEED TO HAVE AN UNDERSTANDING OF THE
FOLLOWING BASIC FORMATIONS AND MOVEMENT
TECHNIQUES.
PATROL FORMATIONS:
IMPORTANCE OF
SECURITY
SECURITY IS VITAL TO THE SURVIVAL OF THE SQUAD.
LINE: On call of Security Hold, every third person on the line will
take two steps back and turn to cover the rear of the formation.
Team members on the end of the line with turn to cover the ends of
the line.
PROCEDURE:
OCOKA
OCOKA is an acronym that stands for the following:
DEFILADE/DEAD GROUND
Defilade/Dead Ground is any area that cannot be observed and/or
covered by direct fire from your current position. Defilade also includes
“micro-terrain” such as creek beds and folds in the ground that can provide
cover from observation or fire. Defilade/Dead Ground applies to both
offensive and defensive operations. On offense, defilade can provide
sheltered avenues of approach and covered firing positions that are not
immediately recognizable. This is especially helpful in setting up
ambushes. On the defense, defilade can also be used to provide cover
against attacking forces. You must recognize and act to minimize the effect
of dead space on operations. This can often be done by effective use of
security and patrol elements to prevent enemy use of dead space to the
detriment of friendly forces.
PA R T V I I I – L A N D
WA R F A R E –
B AT T L E D R I L L S &
TTPS
KAPPA: LAND WARFARE –
BATTLE DRILLS AND TTPS
Each member of a squad needs to be partnered with another squad member with a
similar style of play or role. Typically, you do not want to have your strongest assaulter
paired with a member of command staff.
Use of the battle buddy system essentially triples the combat effectiveness as opposed
to a single team member.
GENERAL CONSIDERATIONS
Continued practice of battle drills builds unit strength, cohesion and aggressiveness of
the team. Implementation of battle drills needs to be continually fine-tuned until it is
essentially reflexive on the part of all team members.
Battle drills are intended to mass the team’s combat power on enemy weak points (i.e.
smallest enemy element while achieving objective(s)).
With respect to attack battle drills, the team should not only seize the initiative but
should work to fix the enemy, to locate or create weakness in enemy defenses and to
exploit that weakness with quick and violent assaults.
FUNDAMENTAL CONCEPTS:
In order for battle drills to be effective, team members must obey the following
fundamental concepts.
REACT IMMEDIATELY: Team members must recognize the threat and react
immediately to counter-act it.
WIN THE FIREFIGHT: First priority in any firefight is to win it. There will be
plenty of time to do an after action review (AAR) once the gunfight is over.
PURPOSE: To gain or regain contact with enemy in order to fix and destroy same.
There are three methods of fire team movement: Traveling, Traveling Over-Watch and
Bounding Over-Watch.
TRAVELING: Use when contact with enemy is unlikely and speed is needed. Both
fire teams move together while spaced approximately fifteen to twenty feet apart
depending on terrain. Column and wedge formations are typically used for Traveling
movement.
ASSAULT ON OBJECTIVE:
MAKING CONTACT: Upon making contact with enemy, the leading (“Point”) fire
team immediately suppresses enemy positions in and around the objective. As the lead
fire team suppresses the enemy, the trailing fire team flanks to one side of the enemy
objective in a position that is essentially at a 90 degree alignment with leading fire team.
(i.e. Move to flank). This 90 degree alignment is preferable because it allows the leading
team to provide support fire for a longer period of time before movement of the
trailing/flanking team blocks/masks the lead teams line of fire. See Diagram “W”.
SET SECURITY: Once both fire teams assault through the objective, they should
then set 360 degree security around the objective. See Diagram “AA”.
LINE FORMATION: If attacked from the sides, the line should rotate toward the
threat in order to maximize fire on the attacking force.
WEDGE FORMATION: If attacked from the side, the wedge should form up in a
line facing toward the threat in order to maximize fire on the attacking force. The rear
man in the wedge should normally face the rear to provide security. See Diagram “DD”.
OBJECTIVE SECURITY
METHOD OF EXECUTION: Upon order from Squad Leader, each fire team will
secure either the near side or far side of the objective in arc with each end tied into its
counterpart of the other fire team. Fire team members should be facing out according to
their sector of responsibility and be ready to engage all threats.
BREAK CONTACT
COMBAT PEEL: This tactic is used to disengage from a superior enemy force
while under fire by moving laterally to a cover location. See Diagrams “EE”, “FF” &
“GG”.
PROCEDURE:
3. The team member on side opposite of direction of peel (i.e. left or right)
will proceed to fire his entire magazine to the front and flank of his position.
4. Once his magazine runs dry, the team member will move behind the line in
the direction of the peel while reloading his weapon. As he passes the next team
member in the line, he will tap that member to let him know that he is the end of
the line.
5. The team member will then continue to move to end of the line in the
direction of the peel to cover the other team members.
6. The “tapped” team member will follow then follow steps 1. through 5.
7. The peel continues until the team reaches the desired cover location.
When a team member reaches the edge of the cover, he yells “Door” to let the squad
know that he has reached cover. “Door” does not necessarily mean a literal door. Instead
it means the door to cover.
For CQB Tactics refer to Parts III, IV and V of Alpha to Omega, Supra.
MOVE PARALLEL TO BUILDINGS: Often, you will not be able to use the inside
of buildings as routes to advance. In such circumstances, move parallel to buildings while
maintaining twelve inches of separation between you and the building. Stay low, move in
shadows and move quickly to each new position.
AVOID OPEN AREAS: Stay out of streets, parks, alleys and other open areas that
are natural kill zones. If you must cross such a danger area, do so at its narrowest point.
PASSING WINDOWS: Keep your head and body below the sill of any window that
is adjacent to your axis of movement. This will prevent the chance of silhouetting
yourself in the window and allow you to use the wall beneath the window as cover.
CROSSING WALLS: After you have reconnoitered the other side, quickly roll over
the top of the wall while keeping a low silhouette. This will reduce the likelihood of being
effectively engaged while doing it.
ROOFLINES: When using a roof for a firing position, be sure to keep your body on
the reverse side of the roof crest to avoid silhouetting yourself against the sky (i.e.
Skylighting).
CLEARING BUILDINGS: Whenever possible clear buildings from the top down.
This allows you to maintain height advantage to shooters below you and makes it harder
for enemy to hit you with a grenade.
CORDON AND ISOLATE: Prior to assaulting a building, the team will need to
divide into two elements. One will cordon and isolate the building to prevent the enemy
from being able to reinforce the building prior to the assault element attacking and
clearing the building.
FORWARD PEEL: Used to cross danger areas (i.e. gaps between buildings and the
like).
PROCEDURE:
2. The next man in the formation then moves into cover on the opposite side
of the danger area and aims his weapon into the danger area.
3. The remaining team members then proceed to quickly and smoothly move
across the danger area.
4. The last person in the line “taps” each of the covering team members as he
goes by so that they can rejoin the formation.
PATROL TYPES:
PATROL PATTERNS: Patrols will often move through one of several patterns as
part of their missions. Most of these patterns start from an operational rally point. These
patterns/methods are as follows:
FAN METHOD: At an operational rally point (ORP), the patrol leader splits
the patrol in several Reconnaissance and Surveillance (R&S) teams. Each team
then moves out in a fan-shaped route that overlaps with the ones on each side of
it to insure reconnaissance over the entire area. The patrol leader maintains a
reserve at the ORP should any element come into enemy contact. In the
alternative, the entire patrol moves through each route together until reaching the
ORP after the last leg of the pattern is complete. At that point, the patrol leader
moves and establishes the next ORP and the pattern starts again.
BOX METHOD: At an ORP, the patrol leader sends out two R&S teams out to
form the two “sides” of a boxed in area followed by sending other teams through
the interior of the “box”. Each team link ups at point on the far side of the “box”
from the ORP.
AMBUSH:
ASSAULT ELEMENT: The assault element fires into the kill zone to eliminate
the enemy followed by an assault through the kill zone to ensure that the enemy
has been destroyed and to search for intelligence. In an L-shaped ambush, the
assault element makes up the long leg of the L that is deployed parallel to
enemy’s route or direction of travel. It provides the flanking fire for the ambush.
TYPE OF AMBUSH: There are two types of ambush designated as point and area
ambush.
L-SHAPED: In an L-Shaped ambush, the assault element forms the long leg of
the L parallel to enemy’s direction of travel. The support element forms the short
leg of the L and at a right angle to forces deployed along the long leg. This kind
of ambush is particularly effective at a sharp bend of a trail or road where there is
cover and concealment on the outside of the turn. Note that support weapons
such as LMGs or SAWs need to be positioned so that their line of fire is
perpendicular to the enemy’s anticipated direction of travel. This allows the
support gunner to fire through a larger cross-section of the enemy formation.
See Diagram “II”.
DIAGRAM “W”
DIAGRAM “X”
DIAGRAM “Y”
DIAGRAM “Z”
DIAGRAM “AA”
DIAGRAM “BB”
DIAGRAM “CC”
DIAGRAM “DD”
DIAGRAM “EE”
DIAGRAM “FF”
DIAGRAM “GG”
DIAGRAM “HH”
DIAGRAM “II”
PA R T I X – L A N D
WA R F A R E – N I G H T
O P E R AT I O N S
LAMDA: LAND WARFARE –
NIGHT OPERATIONS
LAND WARFARE: NIGHT
AND LOW VISIBILITY
OPERATIONS
UNAIDED NIGHT VISION: Although night operations have their
advantages, they are also more difficult to conduct properly. Even though
the majority of information received by you is through the eyes, the human
eye does not work well at night.
A normal blind spot exists where the optic nerve enters the eye. There
are little if any light receptors in that portion of the human eye. When you
stare at an object under starlight of lesser illumination, it can seem to
disappear or fade away.
AVOID NIGHT BLIND SPOTS: You can avoid the effects of night
blind spots by looking to the edges of objects you are trying to find or
follow. Do not stare directly at the object. Move your eyes in a diamond
pattern while searching for the object. Do not use your head. Instead rely
on your peripheral vision to locate the object in question.
Although attack is the best way to seize initiative, eventually the attack
will come to halt based on fatigue of friendly forces and depletion of
resources. To continue to hold the initiative, other forces will need to
replace the original attacking force in an effort to maintain initiative.
TACTICAL TENETS
PHYSICAL TENETS: Physical Tenets are those which the
commander can utilize to position friendly forces in such a manner so as to
increase the likelihood of success.
PRINCIPLES OF ATTACK
AND DEFENSE
ATTACK
RECONNAISSANCE: Recon is the first phase of any attack. For an
attack to be effective, the team must locate the enemy (preferably without
being detected) with as much detail as possible to enable the team to exploit
the enemy’s weaknesses and increase its chances of success.
DEFENSE
SECURITY: Security is critical to maintaining a defense. In the
context of a defense, security means that each defensive position can
observe not only the area immediately around it but also all avenues of
approach to it. Security also requires that each defensive position be tied
into adjacent defensive positions and can observe and communicate with
them. Observation posts on high ground provide additional information
regarding enemy movements and can help determine the main axis of attack
for the enemy.
Should the enemy penetrate through the front line, it will likely find
itself flanked on two sides by surviving elements on the immediate
front line while having their point of attack blocked by defensive
positions located behind the immediate front line.
EFFECT OF TACTICAL
LEADERSHIP
The Squad Leader, Platoon Leader and, to a lesser extent, Company
Commander’s responsibility is to project firepower and protect forces under
his/her command. Along those lines, the leaders need to focus on the
following issues.
ACTION ON OBJECTIVES -
GENERAL PROCEDURE
FOR SEIZING DEFENDED
OBJECTIVE
ISOLATE OBJECTIVE: Friendly forces move to isolate and cordon
off the objective as much as possible to prevent possible reinforcement of
objective by enemy forces.
FIX/SUPPRESS ENEMY FORCES: Fix or suppress enemy forces
on the objective to prevent them from being able to react to actions by
friendly forces and to allow friendly forces to complete other tasks
necessary to complete seizure of objective.
SMOOTH IS FAST: Speed for its own sake detracts from the
effectiveness of CQB tactics. Each member of the Entry Team needs to be
in a position to support the other members in the stack. The Entry Team
should not move more quickly that it can smoothly and effectively apply its
tactics and fire its weapons. CQB requires fast eyes and fast hands but slow
feet. You cannot move faster than you can accurately shoot and you cannot
accurately shoot faster than you can make “Shoot-No Shoot” decisions
(Target Discrimination). This issue can be avoided by practicing room
entry SOPs repeatedly until all Entry Team Members are comfortable with
them and can move both speedily and smoothly.
FATAL FUNNEL: Get out and stay out of the entryway into a danger
area. Enemy forces will be typically set up to react quickly to assaults
through the entryway of the room and to concentrate fire there as well.
FIND AND FILL HOLES: CQB is an exercise in finding a shooting
solution on the enemy before the enemy finds one on you. If you see a
team-mate fail to cover a threat area and you can cover same without
ignoring your own area of responsibility, fill that hole.
EMPLOYMENT OF
SUPPORT WEAPONS
SUPPRESSION: Support weapons are the primary weapon system
used to provide suppressive fire in support of bounding elements and/or to
support defense of objectives/key terrain. As stated previously, suppressive
fire is used to keep the enemy’s heads down and to prevent them from
providing accurate and effective fire on friendly troops.
MILIARY GRID
REFERENCE SYSTEM
(MGRS)
MGRS is a grid system used by many military services for navigation
and/or to provide the location for various land features such as buildings,
fortifications, objectives and the like. In many MILSIM events, it is also
used as the method for calling in artillery strikes (“Fires”) or Close Air
Support (“CAS”).
For example, MGRS Grid 54167918 is an eight digit grid. As such, the
first four digits (5416) is the easting coordinate and last four digits (7918) is
the northing coordinate. To plot these coordinates on a map, first locate
5416 along the X-axis by using the vertical (north-south) lines that run
across the map. Find the line labeled 5416. Next use the horizontal (east-
west)) lines that run up and down the map. Find the line labeled 7918.
Trace both lines until you find where they intersect. The box located
immediately above and to the right of the intersection of both lines
corresponds to MGRS grid 54167918.
To find an MGRS Grid for a feature on the map, you simply reverse the
above-described process. Locate the vertical line positioned immediately to
the left of the feature in question. Follow that line until you find the label
containing either a three or four digit number. That is your easting
coordinate. At that point, locate the horizontal line immediately below the
feature. Trace that line to the label containing either a three or four digit
number. That is the northing coordinate. The MGRS grid for the feature in
question is the easting coordinate followed by the northing coordinate. For
example, if the easting coordinate is 539 and the northing coordinate is 788,
the MGRS grid would be 539788.
TACTICAL ELEMENT
SYMBOLOGY
A military element symbol is a graphic representation of a unit
including its type and size. In MILSIM events, you will typically run into a
lesser variety of military units both on the field and in operational
planning. It is important to note that friendly forces are identified by a blue
rectangular symbol whereas enemy units are identified by a red, diamond
shaped symbol. Military symbols you are more likely to see at MILSIM
events are reflected below:
ARMOR (WHEELED)
AIRBORNE
RECONNAISANCE
SPECIAL FORCES
ANTI-TANK
TACTICAL MISSION
TASKS
Tactical Mission Tasks are used for battle and mission planning to
designate the mission given to individual units or tactical elements. They
are a specific activity performed by a unit while executing a tactical
maneuver or operation. They are typically expressed by their effects on
either enemy or friendly forces. Think of them as a type of short-hand to
illustrate the commander’s intent as to what he wants to achieve on the
battlefield. Typically, mission task symbols are associated with unit
symbols.
AMERICAN MILSIM:
www.americanmilsim.com
CENTURION MILSIM:
www.joincenturion.com
DOOMSDAY:
www.doomsdayairsoft.com
MSATO MILSIM:
www.msato.org
MINDGAMES PRODUCTIONS:
www.mindgame-productions.com
Each of these MILSIM event organizers specialize in providing
differing experiences to their player bases in different regions of the
country. I highly recommend trying each of them to see which experience
works best for you.
XII – REFERENCES
AND ABOUT THE
AUTHOR
MILITARY REFERENCES
ADRP 1-02
Operational Terms and Military Symbols
FM 3-0
Operations
FM 3-06
Urban Operations
FM 3-22.68
Crew Served Machineguns
ADRP 3-90
Offense and Defense
FM 3-21.8
The Infantry Platoon and Squad
FM 3-90-1
Offense and Defense (Volume 1)
FM 3-90
Tactics
FM 3-90-2
Reconnaissance Security and Tactical Enabling Tasks (Volume 2)
FM 5-33
Terrain Analysis
FM 7-8
Infantry Rifle Platoon and Squad
FM 7-85
Ranger Unit Operations
STP 21-1-SMCT
Warrior Skills Level 1
It is my hope that this tactical primer and training manual will smooth
out the learning curve for newer players and allow them to better enjoy
MILSIM events. The addition of these newer players allows the
brotherhood of the MILSIM community to grow. To me, this is a great
thing.
To old and new friends, I look forward to fighting with (or against)
each of you on the field.
“WE DON’T RISE TO THE LEVEL OF
OUR EXPECTATIONS. WE FALL TO
THE LEVEL OF OUR TRAINING”.
ARCHILOCHOS