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 THINGS TO LIVE BY

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JARHEAD309
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Join date : 2011-01-30
Age : 33
Location : SOUTHERN AFGHANISTAN

PostSubject: THINGS TO LIVE BY   1/31/2011, 12:17 am

Where enemy forces may be concentrated and the presence of noncombatants is highly unlikely(aka call of duty) , the assault team can precede their entry by throwing a fragmentation or concussion grenade into the room, followed by bursts of automatic small-arms fire by the number one man as he enters.
The first man (rifleman), enters the room and eliminates the immediate threat. He has the option of going left or right, normally moving along the path of least resistance to one of two corners. When using a doorway as the point of entry, the path of least resistance is determined initially based on the way the door opens; if the door opens inward he plans to move away from the hinges. If the door opens outward, he plans to move toward the hinged side. Upon entering, the size of the room, enemy situation, and furniture or other obstacles that hinder or channel movement become factors that influence the number1 man's direction of movement.
The direction each man moves in should not be preplanned unless the exact room layout is known. Each man should go in a direction opposite the man in front of him Every team member must know the sectors and duties of each position.
As the first man goes through the entry point, he can usually see into the far corner of the room. He eliminates any immediate threat and continues to move along the wall if possible and to the first corner, where he assumes a position of domination facing into the room

The most important thing when breaking the threshold of a door is to give attention to any immediate threat to your 12 oclock then proceed to dig yoru corners and your 3 and 9. THESE THINGS ARE LIFE OR DEATH.


Clearing Stairwells and Staircases. Stairwells and staircases are comparable to doorways in that they create a fatal funnel; however, the danger is intensified by the three-dimensional aspect of additional landings. The ability of the squad or team to conduct the movement depends upon which direction they are traveling and the layout of the stairs. Regardless, the clearing technique follows a basic format:

-The squad leader designates an assault element to clear the stairs.
-The squad or team maintains 360-degree, three-dimensional security in the vicinity of the stairs.
-The squad leader then directs the assault team to locate, mark, bypass and or clear any obstacles or booby traps that may be blocking access to the stairs.(c4, CLAYMORES Ect)

-The assault element moves up (or down) the stairways by using either the two-, three-, or four-man flow technique, providing overwatch up and down the stairs while moving. The three-man variation is preferred



MYSELF AND SPY ARE BIG ON THIS BUT COMMUNICATION IT WILL KEEP BLUE ON BLUE FROM HAPPENING
(BLUE ON BLUE IS TEAM KILLING)

STATUS!" Signal by an element leader that requires all members to report whether their sectors are clear and if they are prepared to continue the mission.

"CLEAR!" Signal given by individuals to report their sector is clear.
"UP!" Signal given by individuals to report they are ready to continue the mission (weapon loaded, equipment accounted for).

"ROOM CLEAR!" Signal from team leader to team members, squad leader, and follow-on teams that the room is secure and cleared.

"COMING OUT!" Signal given by an individual or team that they are about to exit a room. "COME OUT!" Reply given by security element or follow-on team that it is safe to exit the room.

"COMING IN!" Signal given by an individual who is about to enter an occupied room.

"COME IN!" Reply given by an occupant of a room stating it is safe to enter.

"COMING UP (DOWN)! Signal given by an individual or team that is about to ascend or descend a stairway.

"COME UP (DOWN)!" Reply given by security element that it is safe to ascend or descend a stairway.

"MAN DOWN!" Signal given when an individual has been wounded or injured and cannot continue his mission.

"SHORT ROOM!" Signal given by either the number 1 man or the number 2 man to indicate a small room, and that all team members should not enter.

"GRENADE!" A command given by any soldier, when an enemy grenade has been thrown. All soldiers need to take immediate actions. Although difficult, the soldier should identify the location of the grenade, if possible.

"GO LONG!" A command given by one member of the team to tell another team member to take up security farther into the room or farther down a hallway.

"GUN DOWN" A signal given when an individual's weapon has malfunctioned and is being corrected.
"GUN UP" A signal given when an individual has corrected a malfunction and is ready for action.

"RELOADING" A signal given when an individual is reloading any weapon system. This signal is followed by "GUN UP" when ready.


3 rules to live by

1. DID I HIT HIM
2. IS HE DOWN (AKA LAST STAND, FINAL STAND BS)
3. STATUS OF MY WEAPON ( RELOADING, OUT OF AMMO)


MAYBE ALL THIS IS MUMBO JUMBO AND MAYBE MYSELF AND SPY ARE THE ONLY ONES WHO UNDERSTAND BUT SOMEDAY I WOULD LIKE TO GET A SQUAD ON THIS LEVEL
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PostSubject: Re: THINGS TO LIVE BY   1/31/2011, 7:24 pm

WOW!!! You two type to damn much....who wants to read a book? not me,,,site looks great by the way
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PostSubject: Re: THINGS TO LIVE BY   2/4/2011, 10:44 pm

Thats some good shit jarhead no lie man... if we can get to the level were we communicate THAT well! we are going to be in another level man and im up for learning and using this.
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