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Squad and Platoon Drills

Squad and Platoon Drills. R&S. Prior Assault SOPs. Soldiers are prone in 360 security at AA and ORP. They may be kneeling for temporary stops, but such is METT-TC dependent. Each team is assigned half of the 360 (more when members not present), usu. the lead element has 9-12-3.

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Squad and Platoon Drills

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  1. Squad and Platoon Drills

  2. R&S Prior Assault SOPs Soldiers are prone in 360 security at AA and ORP. They may be kneeling for temporary stops, but such is METT-TC dependent. Each team is assigned half of the 360 (more when members not present), usu. the lead element has 9-12-3. Direction of Travel ORP AA usu. 200-300m from E Rucks (by team) E usu. 50-100m ■ ■ ■ ■ ■ ■ ■ ■ The Assemby Area in 360 security. Here the orders process is given by Higher to the SL. The TLs conduct PCCs and PCIs. The WARNOs and OPORDS may be given here. TLs disseminate the information to their teams as well as set sectors of fire. If there is no security (the SL will ask Higher/TAC), information will be given to one team at a time while the other holds security. The Objective Rally Point, a second 360 near the target. TLs set lanes of fire. SL sets up recon team, leaves GOTWA to BTL. Use the challenge/password. The BTL gets the rucks set up and holds ORP security. The recon team approaches the target, establishes an R&S point, and SL+TL searches around for good assault & SBF positions. The security team may be planted here if an ambush will be conducted (bring 2 extra squad members for this). The team returns to the ORP. Information is disseminated and the squad moves out to conduct its mission. As an alternative, you can have both teams conduct a recon (SL+1) and (TL+1) with a scheduled return. Do not forget to leave a GOTWA at all separations of the squad members. LD The Line of Departure is not crossed until after Higher approves of the mission.

  3. Actions On SOPs Direction of Travel - You should not be on the OBJ for more than 5 minutes TLs get ACE(Ammo Casualty Equipment) reports - (supplies redistribution will be at the ORP) SL/PL calls out specialty teams (gives SALUTE report to higher meanwhile) - EPW - Aid & Litter - Demolition - Demolition Team Signals "Fire in the Hole One" A-team moves off objective "Fire in the Hole Two" B-team moves off objective "Fire in the Hole Three“ or “Burning” SL and Demo move off objective (This last call is made by the SL) Since the progression between the "fire in the hole ..." sets is quick, you do not need to worry about dissolving half of your security and then the other half as the teams are called off. Each group moves in a file to the ORP or RP where 360 is established unless directed by Higher to do otherwise (also depends on where/if rucks are left). It is also possible to move to a new AA for a follow-on mission. Causalities are treated and supplies redistributed if not done earlier A 360 is formed around the objective E

  4. E Squad Attack (Battle Drill 1 Alpha) LOA Direction of Travel SL A The SL will call for shift/lift fire (usu. by a time signal or radio) and B shifts/lifts fire so team A can walk across the objective. As an alternative to the L-form attack, one may use bounding overwatch. File Each team will move across the objective (line formation) to their LOAs, the flanking team first (the other team follows after "LOA" and the command of the TL), to make sure the enemy is dead/has not access to weapons. After such, security will be formed and actions on SOPs performed. The squad returns to the ORP to pick up their rucks and move on. B One of the teams sets up its position (B) and the other chooses an ideal flanking position (A, position reached by going wide around so E will not detect the movement). The SL is with the flanking team and will signal the attack. The pre-assault shots should be from the support-by-fire team so that the enemy does not know about the flanking maneuver. LOA LOAs are usu. 50m across & up to 50m from the OBJ, When crossed, SOPs may have soldiers yell (1up,2up...) or "LOA" to prove they have crossed successfully. A raid is like a squad attack, but with a withdrawal plan. It is conducted by a platoon. Also, The raid is conducted for specific purposes, reducing/eliminating wait time on the objective

  5. SL SL PL RTO PSG RTO Direction of Travel RP Crossing a Linear Danger Area - When the LDA is in sight, Point stops and signals LDA - PL comes up, verifies, and decides to use crossing procedure or not - PL radios to PSG to send up last team to pull near and far security & do recon - Recon is conducted as far as necessary (RP is far away so no one is near road) - Last team (BT), moves up, establishes security, crosses, and conducts recon. A security team may be left at the RP to ensure that area remains secure - Far side security signals the OK (thumbs up, etc), relayed to PL - The formation moves across the road (stealthily), once reaching the RP, they either stop or slow down so that those behind can catch up. It is advisable that the formation only slow down because staying near an LDA degrades security. The PL should only cross when about half of the formation is across. - The security falls back into the rear and the formation moves on * If one receives contact during LDA crossing, the primary OBJ is to get off it and find cover. One of formation halves may need to hastily cross to regroup/attack, depending on the judgment of the PL. On occasion, it may be prudent (if the LDA is a questionable threat or if speed is very important) to have only 2 security on the road, if so, it will be on the near side and no recon will take place. ALTERNATE: Scroll the Road The formation as a whole proceeds across the road, the first becoming security for those immediately behind them. Those behind security become security for the next and so on. This is usu. done if there is little security and plenty of time. It is very impractical when ones formation is large.

  6. SL ORP Knock Out Bunker (Battle Drill 5) Direction of Travel LOA LOA SOPs are used for crossing the objective. The AR of BCT is concealed at the back to shoot any who try to leave the bunker. Enters the back of the bunker after "Frag Out" and releases 2/3 a magazine to clear out survivors, then "Bunker Neutralized" BCT - Consists of a Grenadier & a Machine Gunner or AR The BCT bounds forward after SL calls "Shift Fire" B-Team bounds after BCT returns AR SL checks the bunker, "Bunker Clear," when advancing across and may mark the bunker. G B After LOAs are reached, SOPs are conducted. G should check for wire to prevent grenade entry. Cook grenade, throw/roll/"Frag Out" Heavy Machine Gun If there are multiple bunkers, shift over and repeat process. It is unlike that there will be any super bunkers because the enemy could fire on its own. If there are, call for fire support or cancel mission. File A The ORP should never be directly placed in front of the bunker's machine gun, but do not expect to know.

  7. SL Squad Ambush (Point, Prepared, Not a Battle Drill) LIMIT OF ADVANCE For a hasty ambush, there are few or no preparations. Set up 360 security after moving through the objective with no one staying in the LDA. KILL ZONE Usu. the enemy is following an LDA, linear danger area. If it is an LDA, you will have to pull the enemy off the LDA after grenade checks to finish the EPW inspection. E Claymores (usu. 1) are usually used by SL to signal commencement of the ambush. Always test your claymore connection to see if it is working properly. The back-blast of a claymore has a 16 meter kill zone and 100 meter hazard zone. 60° Concertina wire and mines are not usually used in hasty/short notice ambushes. The M16 has an effective range of 350 meters. You do not want to be near the enemy or the claymore. By being back, you have more vision of the kill zone. If you are close, you may not notice the enemy approach so soon and the enemy could more effectively assault you and break your line. AT BT Security Teams - set up about 50m from the ambushing teams - they are set up during R&S and will signal when the enemy comes from their side. They do not fire or assault across the OBJ. Use existing cover or set up some yourself. R There should be no survivors of the ambush, meaning that the violence of action should be significant. The SL will determine when to assault through

  8. E ORP AA Area Recon (FM 3-11) One does not usually get to do the area recon, a variable will be thrown in (unless the OPORDER does not address recon well and everyone expects variables). Engagement is not desired in recons. Direction of Travel RS RP with S&L Two RS teams are formed and depart from the ORP with an S&L team. They establish an RP in front of the objective. The RS teams do a cloverleaf surveillance around the objective, drawing pictures and taking PIRs. The S&L may also make observations if possible. They must all be quick and silent to reduce the possibility of detection They all move back to the ORP where the information is pieced into 1 concept which is reported to Higher. RS

  9. E React to Contact - Conversion to Squad Attack SOPs are used when a visual/shot is made. ---------------------------------- - freeze/signal/get cover/drop - give SL/TL DDD - perform Break Contact (detailed in next slide) or Squad Attack Direction of Travel One is usually moving (in wedge/file formation) when RtC occurs. RtC will usually turn into a squad attack or break contact. A - SBF SL The contacting team, usually Alpha, becomes SBF (and gets into a line) while Bravo quickly swings around to flank/perform squad attack (the SL will decide what action to take, may say as much as saying "") as well as prevent the enemy from performing its own flanking movement. If ATL freezes the formation, the SL moves up to get information. If RtC is started by fire, it is appropriate for information to be yelled to the SL. B - Assault IF COMPROMISED - React to Contact and Break Contact - Use running password to the ORP At LDAC, expect to react to contact on one of the nights after a lesson by team Nighthawk (which teaches operations such as link-up procedures). To be rated best, ask your TAC how they believe one should react.

  10. E RP ORP React to Contact - Break Contact Direction of Travel One is usually moving in wedge/file formation (in this case from an ORP) OR when the ORP/RP is assaulted. Usually occurs if the squad cannot pass the engagement criteria - the enemy being to numerous, well defended, or well equipped for the risk to be acceptable. - However, one can call Higher for support of some form. A - SBF The team to first make contact, Alpha, reacts to contact by SOPs and serves as SBF for Bravo. SL Once this formation is made, the two teams alternatively bound back (probably by buddy teams) and serve as SBF for each other (in this scenario it would be Alpha team first). Once adequate distance has been obtained (probably determined by a rally point designated by the SL), the squad may form up and change direction so as to reduce the possibility that the enemy will be able to follow. Bravo moves to a side and also serves as SBF. B - SBF

  11. E React to Ambush Direction of Travel Actions may change if you are in an L-shaped ambush. This enemy element is likely at a curve in the road so they may receive concealment/cover. It would also likely be a powerful, long range weapon like a crew serve. E KILL ZONE Your direction, path of travel. This would most likely be an LDA or some other avenue of approach. OPTIONS: - The attacked element gets down and acts as support while the other element rushes around to assault the ambushers. However, keeping troops in the kill zone is a good way to get them killed. - The entire formation could assault forward, but may have to cross fortifications (mines, wire, obstacles) to get at the enemy. The enemy is likely to be at somewhat close range, but if they are far off this tactic would be very difficult. - The formation could breakup, the non attacked element gets to the rear of the kill zone and the attacked element continues forward (or both go in same direction). Either way, an L-shaped ambush would place fires along the LDA to ruin this option. This can be mitigated by getting off the LDA as soon as possible.

  12. LURP ORP OP Link-Up Procedures Link-up procedures are used to safely join formations that don't have means of communication. The procedure is pre-arranged (time, location, and signal). - A finds the LURP, and establishes an ORP 200-300m from LURP which will become the Linkup Point. - A sends out a team to the LURP. That team prepares the point for B to find. This is usually done by affixing some marker such as a reflective belt to some partially hidden location (only those who know to look for it should be able to find it). - The team moves to an OP to wait for B. - B eventually arrives, finds the marker, and signals to the OP (the signal is usu. prearranged). The team at the OP responds with their own visible signal, such as a flare or smoke. - The team waiting at the OP meets up with B (using) and leads them to the ORP/LP Direction of Travel The first to arrive is the first to set up the LUP. The LUP must be a hidden point, recognizable only to those who know to look for it. This formation will be considered the first to arrive.

  13. Entering & Clearing a Room 4-Person Stack Made by a door/entryway, remade at each step, can be done to the left or right and even at an angle, but provided that it is not in a vulnerable line from the door. Feet should be staggered to start movement more quickly. 1 - point (checks door and for traps), kicks down door (or opens) in breach becomes rear security after 2, 3, and 4 enter 2 - second into the room 3 - upper or outside security 4 - rear security Usually conducted as an individual operation or after the assault. While one element is clearing a room, another stays outside/behind to ensure the rooms stay clear. Entering the Room - opening the door (may pop the lock with a shot, open 45 degrees only so there is less open space) - there are variations based on the way the door opens, the common rule is for the first to go on the easiest/straightest path. - pat to check readiness, lean back and forth to initiate, may pass down "breach" - when entering an area, if there is a door or window, the first seeing announces "door" or "window" - only a number of people proportionate to the size of the room should enter to prevent friendly fire, a small room may require only one Clearing the Room - enter quickly, go alternatively around the room (1 goes around to the original door and provides security) - Be about 1 foot away from the wall - prevents you from touching the wall because there may be traps or the contact might be noticed from beyond the wall. Bullets also have a tendency to follow walls. - after clearing an area, room, hall, the team will stop and give a status report, they may then restack at the next point The Hall When finding the hall, yell "hall." When moving through the hall, do not stop and move staggered. Weapons are to be held high and low. One person is rear security, other make continuous checks to the rear. Considerations - muzzle awareness (not to be beyond door or around walls - the gun could be pulled out of ones hands), weapon to be always ready (you may lower the weapon from your face, but do not move your face, if you do you ruin your sight picture), no one should enter another's line of sight, but it it happens, one must lower one's muzzle - only fill a small portion of the room - for a team to enter/exit, yell "come in" and "coming out" to signal other teams

  14. Movement Around a Building The formation consists of a stack against the will similar to building/room entry. Movement Around the Corner - when one reaches the next side, stop if there is a door along the side of the wall. If the door is closed, you may quickly pass - an objective while going around is to have as many muzzles point around the corner as possible, so the front 2 will swivel around simultaneously (one kneeling and one standing) Movement from Building to Building May be accomplished by team wedge, stack, or line. Stance (for moving while being prepared to fire) - square body, bend knees, forward at waist, cheek at rifle stock One is to move quickly in this process. Accuracy of fire is not necessary, shots fired can still serve as cover. To fire to an unnatural side, one may use the opposite hand. If crossing and get contact, continue movement to the next building and take cover. 1 - front & high security 2 - side security 3 - other side security 4 - runs sideways, to check back

  15. SOPs and Variables Rehearsals - how to use weapons, tactics, if time after FRAGO Always Communicate - everyone must know what is going on, 5Ws Set up Rally Points - ORP, en route, after objective, etc. Mention precisely what type of action being done, ex: point/delib/zone ambush Move off the objective ASAP <to a rally point or next goal as told by Higher Moving across open areas - don't or bound in groups <tell subordinates MEDIA/CIVILIANS - walk up to, check for ID, try to get them to give up/unload weapons, SL should be involved with them the whole time, probably cancels one's mission, bring the whole group up to establish a 360 around (or bring them in), it is fine to talk with them (else media will search out on their own), find out the objective of the media, bind/gag them if necessary AMBUSH - squads to point ambushes, look for best area, fire down, security should be at least 50m on either side, build up concealment, silence while moving, make sure claymore setup is rehearsed IED - get off the objective, esp. if exploded (an enemy is probably nearby), look for more IEDs/detonators, set up 360 and report to Higher, set up a cordon if advised (360 around IED at a safe distance-prevents people from entering it)

  16. SOPs and Variables (Continued) FRIENDLY MILITIA - assign a team to control their actions if they act as a guide, exchange information if not LIVE EPW - assign a team to control the EPW, call Higher to pick it up OR when squad rejoins larger company capable of handling EPWs COMPROMISED ORP - the ORP stands its ground (if it breaks contact, the recon team becomes especially vulnerable), the SL radios/pre-plans a return to a side of ORP to flank/assault OR begin break contact - follow GOTWA INDIRECT FIRE - SL commands that all run a distance and direction CHEMICAL - signal and put on gas masks SNIPER - drop smoke and run OR find cover and the sniper and send a team out to get it OR get cover and request a mortar, etc to take the sniper out FRAGO - Follow the new instructions, rehearse TRUCK - may have large weapons/defenses, may move, may be an IED CONTACT - find cover, return fire, give DDD, get instructions from SL

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