This is the most important section of this training document. You will spend most
of your team on foot as a fireteam leader and as such you need to be able to
apply all concepts mentioned below. They will keep your team alive.
General Orders
There are the orders you will be using pretty much every couple of minutes
360 coverage
“Watch your sectors” or “360” are the most common call-outs. The goal here is
to have every team member cover a 90° angle so that you are never caught out
by flanking enemies. Your team will forget and want to look forwards where the
enemies are. If you don‟t need them to shoot, make them watch their sectors.
- The general set-up (as mentioned in basic infantry) is
- Fireteam lead - front
- Automatic rifleman - right
- Assistant automatic rifleman - left
- Rifleman (AT) - rear
You can modify this setup depending on where hostiles are most likely to come
from. For example, if you expect enemies from the left, you can put the AR there
instead.
Move/hold
“Moving” or “Moving out”, and “Hold”, “Holding” are the most common call-outs.
Because your team mates are diligently watching their sectors, they can‟t always
tell when the team starts or stops moving. Therefore, you should always let your
team know when you‟re holding or moving.
Cover
“Grab cover”, “Grab a tree”, “Get in cover”, etc. are the most used call-outs.
You‟d be surprised how often people don‟t get in cover because they want to get
kills. Staying alive is usually more important than getting cover (with the
exception of the contact drill). Watch your team members and call them out
individually if you have to. You can save many lives if you consistently make
your team members seek cover.
Spacing
“Watch your spacing”, “Spread out”, etc. are the most used call-outs.
Again, this is easily forgotten by people, but it is very important. You avoid
getting everyone killed by a grenade, but you also avoid everyone getting
mowed down with one machine gun burst. Appropriate spread is 5-10 metres
between each team member.
Weapons up/down
“Weapons up” and “weapons down” are the appropriate call-outs.
Weapons down is used in situations where you don‟t expect contact, because it
consumes less stamina.
Weapons up is used when contact is likely.
Formations
These have been discussed in basic infantry, but we‟ll discuss them from a
fireteam lead‟s point of view here.
The column is the most used formation, because it is dead simple to use.
- Purpose
- Travel in safe areas
- Travel in difficult terrain
- Appropriate speeds: walking - combat pace – jogging - sprinting
The wedge is very useful, because it provides good firing lines in all directions,
but it is difficult to maneuver with.
- Purpose
- When expecting contact, assaulting a position
- Appropriate speeds: walking – combat pace – jogging
The line is a very specific formation that should only be used in specific
situations. It has great firing capabilities towards the front, but poor 360
coverage.
- Purpose
- Assaulting a hilltop
- Engaging enemies
- Appropriate speeds: walking
Forests are an exception. You can and should still order formations within
forests, but it is far more important that your team members move from tree to
tree. This will make them harder to hit and spot. An exception to this exception
is if you have to move quickly through the forest.
While holding, you should apply the general principle that cover is more
important than a perfect formation. If a team member can move five to 10
metres in order to get behind a rock or a tree, make them
Buddy Teams
As explained in basic infantry, the fireteam is further divided into two buddy
teams: Red (FTL + Rifleman) and Blue (AR + AAR). The reasoning behind this is
that you put the most and least experienced team member together and the AR
with the AAR. Always appoint a buddy team leader. He‟ll be in charge of
executing your orders and communicating with you. You want one clear voice to
communicate with, rather than two disjointed ones.
Buddy teams are extremely useful for splitting up the team. You can quickly clear
two houses by splitting up, or have the two teams cover separate corners in a
MOUT situation. They really come into play when you start using bounding
overwatch.
Bounding
As explained in advanced infantry, bounding overwatch is a fire and manoeuvre
tactic in order to move while under fire. It can be used within a team (buddy
team bounding) or between teams (fireteam bounding). This section will discuss
buddy team bounding.
“Bounding overwatch, blue move north” or “Blue, bound north” are the most
common call-outs. When bounding with suppressive fire, make sure to keep your
bounds short (30 metres at most). Bounds that take too long will no longer be
covered by suppressive fire. You‟ve got 30 seconds at most, considering a rate of
fire of 1 round per second and a 30 round magazine. If your second buddy teams
makes bounds that are too long, call them out on it the next time you bound
past them. Avoid using the radio for “moving” and “set” calls, because an entire
squad relies on the same short range radio channel. To end bounding overwatch,
call out for your team to “regroup on me”.
When bounding without suppressive fire, the maximum distance increases (~50-
75 metres), because you‟re not bound by the 30-second rule.
Squad Formations
Fireteam bounding works mostly the same as buddy team bounding. The main
differences are as follows. Bounding occurs between fireteams, rather than
between buddy teams and bounding distances are increased from 25-30 metres,
to 50-60 metres (up to 100 metres if not under fire). In order to achieve this
increased distance, firing rate should be lowered and it becomes more important
to find cover in the environment. This is compensated by having double the
amount of rifles you‟d have in buddy team bounding. ”Set” and “moving” calls
should be done over the short range radio. Finally, if the squad leader decides to
bound all 3 fireteams together, two of the fireteams will be grouped together
(typically 1 and 2).
The primary advantage of fireteam bounding is the increased distance between
bounds. This means less team is wasted stopping and starting movement, which
means faster movement overall. If large distances need to be crossed with
bounding, fireteam bounding becomes more attractive. Other advantages are the
ability to provide 360° coverage while bounding, and having more opportunities
to take cover. Downsides are the need of a radio, and fireteam members
sometimes needing to reload due to not lowering their rate of fire.
Fireteam bounding is called out in the following way: “*TEAMS TO BOUND*,
fireteam bounding to *DESTINATION/DIRECTION*, *TEAM X* move.”
Example: “Alpha 1, 2, fireteam bounding to the northeast, 1 move”.
If all three teams are involved, the call for which team to move first will make
clear which teams will be grouped together. Example: “Alpha 1, 2, and 3,
fireteam bounding to the northeast, 1 move”. This means Alpha 2 and 3 are
grouped together.
Squad formations
Much like fireteams, squads can be formed up in multiple formations. We use the
same three formations.
The column is the most used squad formation, because it is very easy to use.
It‟s generally used to travel long distances. In a full squad, the default order of
movement in a column is 1 - 2 - Lead - 3. This keeps the lead element
sufficiently in the back, while still its rear sector is still covered by a third
fireteam.
The wedge is primarily useful when the squad expects contact soon. The three
fireteams form a wedge as expected, but the lead element will be in the middle
of the wedge, rather than on the flanks.
The line can be used to initiate contact when enemies are unaware, or in order
to clear large hilltops. The three fireteams again form a line as expected, but the
lead element will be behind the line.
Sector coverage has an extra added layer in squad formations. Each fireteam
should focus extra on the same sector that a team member would focus on in the
same fireteam formation. For example in a squad column, fireteam 2 would focus
extra on the right flank. This manifests itself with the fireteam leader focusing his
attention more on that sector.
Hilltop Clearing
Clearing hilltops can very dangerous. The combination of short sightlines and
lack of cover can prove deadly. In order to minimize the risk, the line formation
is used. This forces the fireteam to move slowly, and causes all fireteam
members to crest the hilltop at the same time. Make sure the fireteam members
on the flank look sufficiently to the left and right. You‟re aiming for close to 180°
coverage, rather than 90°.
Vehicle Tactics
In scenarios involving vehicles, fireteam leads must manage vehicle entry and exit,
spacing, and cover for mobile operations.
- Entering Vehicles: Enter last to confirm team members are on board.
- Vehicle Spacing: Maintain 25-50 meters between vehicles to avoid multiple casualties from explosives.
- Screening Vehicles: Position infantry to cover vehicles from close-range threats.
ERP - Emergency Rendezvous Point
ERPs are defined by squad leaders as part of an overall plan. They are places to
retreat to and regroup with the rest of your squad. Your squad leader might give
you the command to retreat to an ERP, or you might retreat there of your own
accord if you lose radio communications with the squad.
OP - Observation Point
OPs are defined by the squad leader as part of an overall plan. They are
generally safer positions from where the squad can perform recon, like hilltops.
They are numbered in ascending fashion, starting at 1. Consider the positioning
of an OP marker as a guideline. Find the best position within ~50 metres, rather
than stopping right on the marker.
AP - Attacking Point
Aps are defined by squad leaders as part of an overall plan. They are more
dangerous positions from where fireteams engage hostile forces, generally with
some form of cover nearby. They are numbered in ascending fashion, starting at
1. Consider the positioning of an AP marker as a guideline. Find the best position
within ~50 metres, rather than stopping right on the marker.
Overwatch
Overwatch is a simplified version of the fireteam tactic „bounding overwatch‟.
Only one of the two elements will move, while the other sets up in a position that
has adequate cover and line of sight towards potential threats. Generally these
positions will be hills, treelines, or buildings. Overwatch can be executed both
with and without suppressive fire.
The covering element should ideally have weaponry that can be used over long
distances, like machine guns and marksman/sniper rifles. This tactic is useful for
crossing large open distances when having access to aforementioned weaponry,
which makes it ideal at a squad level with support elements (humvees, MMG
teams, etc.).
Flanking
Flanking can be a very efficient tactic for a fireteam to utilize, because of its
ability to effectively neutralize the cover an enemy might have, while also
catching them by surprise. It requires proper setup and good reading of the
terrain, because a flanking move can leave your own fireteam in a vulnerable
position instead. On a squad level, flanking moves can happen in two ways.
The first option would be during a close range firefight (e.g. after a „contact‟
procedure), where squad lead will ask one or more teams to flank in a certain
cardinal direction while the other teams hold their position to distract the enemy.
This will prompt the fireteam leader to first break contact with the enemy and
move in the direction squad lead has asked of them. The idea is to stay out sight
of the enemy, until you‟ve achieved close to a 90° angle to the direction your
enemy is facing, at which point your fireteam will pop up and engage them. To
achieve this you‟ll need to move 50-100 metres in the direction squad lead has
asked you to flank, making use of the available terrain to hide yourself from view
and finding a position with cover if possible.
Squad leaders will call for this form of flanking in the following way:
“*TEAMS TO FLANK*, flank *DIRECTION”
The second option is much simpler, where squad lead will mark a position on
your map (usually an „Attacking Point‟) which will hopefully put you in a flanking
position. The principles of staying out of view while flanking and finding a
position with cover when opening fire remain the same here.
The keys to a good flank are as follow:
-
The base of fire should be sizeable enough that it can hold off the enemy
long enough for the flank to be executed.
-
The flank should happen quickly, so that the base of fire doesn‟t get overrun.
-
The flank shouldn‟t be spotted before it can be executed, as it gives the
enemy time to find cover against it.
-
The enemy positions shouldn‟t have easily accessible cover that can be
taken up against the flanking position.
If you happen to be part of the base of fire in a flanking manoeuvre, take note of
where friendly forces are flanking to, so that you don‟t engage them by accident.
Suppressive fire
As mentioned in Basic Infantry, suppressive fire is used extensively in our
tactics, as the mods we use make it effective against the AI. It will make them
seek cover and cease fire themselves, which improves your chances of survival.
However, it‟s important to get suppressive fire as close as possible to the
enemies for maximum effect. Try to pinpoint where the enemy is shooting from
and return fire in that direction.
Your fireteam members will often be reluctant to fire if they don‟t see enemies,
which means you will have to make them. Call out:
“Suppressive fire to the *DIRECTION/LANDMARK*”.
Additionally calling out things like
“Start shooting!” can often be enough to get them firing off rounds.
A rule of thumb is to have every man with a rifle fire off one round per second.
For machine guns, this ends up being one three-round burst per second.
Injuries and medical emergencies
In any given mission, it‟s quite likely one or more of your fireteam members will
get shot, which means you‟ll need to know how to deal with that. The first step is
to find out they‟ve been shot. Checking regularly during a firefight if anyone is
wounded by asking: “Is anyone wounded?”, by checking your shacktac hud
and by looking at your team members directly is crucial to sniffing out injuries
and dealing with them.
We can differentiate injuries into three categories:
-
Critical injuries are those where your team member‟s life is in grave danger
within the coming minutes. Good indicators are multiple large, heavily bleeding
wounds and loss of consciousness. Your first priority should be to bring the
injured member to a safe position, usually behind hard cover. You might have to
drag or carry the person to this location. Then, you should stabilize him as best
as possible by making use of bandages and tourniquets as needed. At this point
you should assess if you are capable of stabilizing the patient without the help of
a medic. If the answer is no, you should immediately contact your squad leader,
letting him know you urgently need a medic and that the wounded member is in
a safe location, and where that location is (usually “at my location” is sufficient).
If you are capable of stabilizing him yourself, do so and refer to the „non-critical
injuries section‟ on what to do next.
-
Non-critical injuries are those where your team member‟s life is not in grave
danger in the coming minutes. They might have taken one or a couple of small
or average wounds and are not unconscious for an extended duration of time.
Order the relevant team member to find cover and bandage/tourniquet
themselves as quickly as possible. Use smoke if no cover is available. An
exception to this is something like bounding overwatch or other situations where
fast movement is critical. If the injury is light enough and not movement
impairing, they should ignore it and keep moving. Make sure to deal with the
injury appropriately when the situation makes this possible. You should inform
your squad leader when team members sustain non-critical injuries, however you
should not call for a medic until the firefight has died down or the manoeuvre has
ended at which point your injured team member(s) can move to a safe location
indicated by squad lead, where they will be treated. The medic should never
have to risk his life to heal non-critical injuries.
-
Movement impairing injuries are injuries to the legs that prevent a soldier
from moving faster than walking pace. They generally follow the same rules as
non-critical injuries (see above), but they are slightly higher priority, because
they will slow down the entire squad. In a situation where a team member has
sustain a movement impairing injury while moving fast is critical, have someone
else carry the injured team member to safety, while informing your squad leader
that one of your team members cannot run. Refer to non-critical injuries section
for further steps.