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Initial Contact. See Note 1

Volume versus Accuracy Dynamics of Firing Effectiveness. Initial Contact. See Note 1. Volume of Fire. Assault. See Note 2. 2-4. Sustained Rate. ASLT Force Maneuvers. Accuracy of Fire.

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Initial Contact. See Note 1

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  1. Volume versus Accuracy Dynamics of Firing Effectiveness Initial Contact. See Note 1 Volume of Fire Assault. See Note 2 2-4 Sustained Rate ASLT Force Maneuvers Accuracy of Fire Note 1: Leaders control the rate and distribution of fires. After the initial contact of fire with low accuracy, leaders gain control of the fires and increase accuracy while decreasing volume. Note 2: Increase volume just before assault.

  2. Speed versus Firing Effectiveness Speed of Advance Fire Team (See Decision Matrix) Buddy Team (See Decision Matrix) Individual (See Decision Matrix) Enemy Firing Effectiveness (Volume and Accuracy) *Leaders must make decisions based on the situation *Winners of the fire-fight are the units that make sound judgements and initiate appropriate actions faster than opposing units *The most critical point in the fire-fight is the initial reaction *We must gain fire superiority as fast as possible

  3. AR 3 TL 1 GR 2 4 R Fire and Movement SituationResponse/DecisionTL Command Effective Fire MAX Fire MIN Movement VOICE COMMANDS USED ONLY DURING THE INTIAL STAGES OF TRAINING Individual Movement 3 UP, 3 DOWN 1 UP, 1 DOWN 2 UP, 2 DOWN 4 UP, 4 DOWN Slowest Movement and Best Firing Effectiveness

  4. Fire and Movement SituationResponse/DecisionTL Command Moderate Fire Balanced Fire and Movement Buddy Team Movement AR 3 1 UP, 1 DOWN TL 1 GR 2 4 2 UP, 2 DOWN R Moderate Movement and Moderate Firing Effectiveness

  5. 3 3 1 1 2 2 4 4 Fire and Movement Situation Response/Decision TL Command Minimum OPFOR Fire Minimum Fire/MAX Movement Fire Team Movement “A” UP, “A” DOWN “B” UP, “B” DOWN Fast Movement and Minimal Firing Effectiveness

  6. Figure 1A-4 (Movement Techniques) 1 2 3 4 1 2 3 4 The individual Movement Technique is used when enemy fire is effective. Fire is effective when the incoming rounds have both great volume and accuracy; thereby effectively suppressing your ability to conduct fire and movement. The order for movement for IMT is: 1 man, 3 man, 2 man, 4 man 1 1 1 3 2 3 2 3 2 4 4 4 3 UP! 3 DOWN! 1 UP! 1 DOWN! 1 1 1 1 3 3 2 3 2 3 2 2 4 4 2 UP! 2 DOWN! 4 UP! 4 DOWN! 4 4 The buddy team movement technique is used when enemy fire is moderate. Fire is moderate when incoming fires have either low accuracy and high volume or moderate accuracy and low volume. 1 1 1 3 3 2 3 2 2 4 4 4 1 UP! 1 DOWN! 2 UP! 2 DOWN!

  7. Isolate: Deny the enemy the ability to reinforce or withdraw from a portion of the objective by focusing fires on elements that can influence the assault. Isolating the objective allows us to “eat one small piece of the pie” at a time when we are ready. Suppress: Focused fires on the objective that we want to assault. Reduce: Reduction is the actual assault to take a specific objective. -Apply to any situation. Break the big objective into very small pieces and defeat one piece at a time. This allows you to gain favorable combat power ratios. a. Breaching Obstacles: Suppress Obscure Secure Reduce b. Aggressiveness Set the proper conditions Initiative but (Isolate, Suppress, Reduce) Act Faster than the Enemy c. Basic Fire and Maneuver:

  8. Figure 1A-2 (Determine COA) 3 1 AR 2 TL 4 G SL R 1 2 G TL 3 4 R AR Figure 1A-1 (Initial Contact) 1 2 3 TL G 4 AR R SL 1 2 TL 3 G 4 AR R

  9. Squad Assault Step 1: GAIN FIRE SUPERIORITY AND ASSLT 4 2 ASSLT POS 3 1 SL 1 2 2 4 3 1 3 4 SL Figure 1A-3 (Squad Assault) 4 3 1 2 SL 1 3 1 2 2 4 Shift Fires O/O or when Base of Fire Ldr. ID danger to assault element 3 4 SL

  10. Step 1a: GAIN FIRE SUPERIORITY AND ASSLT ASSLT POS 4 2 3 1 SL 2 4 3 1

  11. Step 2a: SHIFT FIRES AND KNOCK OUT BUNKER 1 1 3 4 4 3 4 2 2 2 SL Shift Fires O/O or when Base of Fire Ldr. ID danger to assault element 4 2 3 1 ? Step 2: SHIFT FIRES AND KNOCK OUT BUNKER 1 3 1 SL 3 SL 4 2 3 1 ? Shift Fires O/O or when Base of Fire Ldr. ID danger to assault element • FRICTION • Leader Decisions: • Terrain • Enemy COA • Rates of Fire; When? How long? • Distribution of Fire; Where? Which systems? • Security? Always – Flanks/Rear • Have we achieved conditions required? • Isolation? • Suppression” • Reduction? • If not –do what? • Reposition? • Platoon Assault? PL Decision

  12. Battle Drill 6: Enter/Clear Building/Room Figure 1 - Preparing to Enter FRAG OUT! S 4 3 2 1 3-22

  13. Battle Drill 6: Enter/Clear Building/Room Figure 2 - Lead TM Clears 1st RM, 2ndTM Stacked, SL Enters RM When Clear NEXT TEAM ENTER LEFT 2 4 S 3 1 DOOR ON LEFT WALL COMING IN LEFT Note: #2 man stopped short of corner, because of exit, and then reported 4 3 2 1 3-23

  14. 4 3 2 1 S 4 3 2 1 2nd Squad,Trail TM 2nd Squad, Lead TM Battle Drill 6: Enter/Clear Building/Room Figure 3 - 2nd TM Clears 2nd RM, PL Enters When 2nd RM is Clear 2 4 S DOOR RIGHT 3 1 1 2 3 4 S FRAG OUT! 2 4 S P 3 1 Note: #1 man stopped short of corner, because of exit, then reported 3-24

  15. Battle Drill 6: Enter/Clear Building/Room Figure 4 - 2nd SQD, Lead TM 1 3 2 4 S 2 P S 4 3 2 1 FRAG OUT! 4 3 2 1 4 Trail TM Lead TM S 3 1 NEXT SQD ENTER LEFT, CLEAR 3rd RM 2 4 P 3 1 4 3 2 1 COMING IN LEFT S 4 3 2 1 3-25

  16. Battle Drill 6: Enter/Clear Building/Room Figure 5 - Clear Hall From a RM (Rolling T) 4 2 2 3 1 4 3 1 3 1 1 FRAG OUT! 2 FRAG OUT! 3 3 4 2 S 4 P 2 4 S 3 1 2 4 S 3 1 S 4 3 2 1 3-26

  17. Turn/Corner Rolling T FIG 7A-6 2 3 FRAG OUT! 4 1 1 1 3 2 2 1 3 3 4 4

  18. 1 2 Battle Drill 6/7: Enter/Clear Building/Room or Trench Figure 6- Clearing T-Shaped Hallway/Trench Intersection 1= Lowman 2=Highman 1 2 1 2 Intended Direction of Travel 4 4 3 2 1 3 = Grenade

  19. Battle Drill 7A: Enter/Clear A Trench (Squad) CORNER TURN INTERSECTION SECTION FIGURE 7A-1

  20. Battle Drill 7A: Enter/Clear A Trench (Squad) DIRECTION OF CLEARING NEAR WALL NEAR WALL NEAR WALL FIGURE 7A-2

  21. Battle Drill 7A: Enter/Clear A Trench (Squad) SECURING ENTRY POINT Figure 7A-5 1 3 2 4 SL

  22. Battle Drill 7A: Enter/Clear A Trench (Squad) CLEARING A CORNER 1 Figure 7A-7 2 1 TEAM THAT CLEARED CORNER (IF REPLACED) Battle Drill 7A: Enter/Clear A Trench (Squad) APPROACHING AN INTERSECTION Figure 7A-8 INTERSECTION 1 4 3 2

  23. Battle Drill 7A: Enter/Clear A Trench (Squad) TRENCH ENTRY Figure 7A-9 SL 2 1 4 3 Battle Drill 7A: Enter/Clear A Trench (Squad) CLEARING AN INTERSECTION Figure 7A-10 1 2 SL 4 3

  24. Battle Drill 7A: Enter/Clear A Trench (Squad) CLEARING AN INTERSECTION Figure 7A-11 1 2 3 SL 4 3-40

  25. Turn/Corner Serpentine FIG 7B-6 3 FRAG OUT! 2 1 4 3 1 1 1 2 2 3 4 3 4

  26. Battle Drill 7A: Enter/Clear A Trench (Squad) Trench Entry Figure 7A-3 FRAG OUT! 1 2 SL 3 4

  27. 1 3 4 2 SL 1 2 SL 3 4 Battle Drill 7A: Enter/Clear A Trench (Squad) Trench Entry Figure 7A-4

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