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    Basic Operating Procedures Volume 1

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    AOG-Gideon
    Admin

    Posts : 56
    Join date : 2009-05-29
    Age : 43
    Location : Denver, Colorado, USA

    Basic Operating Procedures Volume 1

    Post by AOG-Gideon on Sat 30 May 2009 - 0:23

    BASIC OPERATING PROCEDURES & R.O.E.
    1. NORTH IS ALWAYS NORTH. On any map, in any game. At the start of the game, look at the tactical map or the “big map”. Learn where north is and try and pinpoint any large landmarks on the map and memorize where they lie in relation to north. This way each squad member can make movement more efficient which leads to the same for larger divisions. Also helps in identifying and isolating threats. It is important for all the squad members to have the same concept of north. From here, most locations will be called out by a clock face system. You are in the center of the clock face, 9 is your left 3 is your right, 6 is behind you, 12 in front. Beyond that, locations should be designated hi or lo, in relation to the ground.
    2. PATIENCE. Just because it’s not happening right now doesn’t mean it won’t. Why run out and kill 2 when you can wait and kill 6. You can always take the shot, but you can’t untake one. Trust in your OIC. Do NOT second guess the OIC, especially if he is a proven player.
    3. SPEED AND VIOLENCE OF ACTION. There is no such thing as kill stealing. When a 2 man squad or 8 man squad or platoon engage an enemy, we should respond with explosive violence very quickly. Cut the target down fast and move on to minimize exposure.
    4. OVERWATCH. When possible, most actions if not all, should take place with at least 2 support guns on over watch. Over watch is an elevated fire position that gives the shooter maximum view of the squad and also of the areas of travel for potential threats. Over watch should be done by fire teams versed in GUNTALK. Over watch provides cover fire, suppression fire and verbal and visual cues of potential threats while squad mates are at risk during objectives.
    5. GUNTALK. Fire teams should operate with gun talk, also known as alternating fire. 2 man teams fire in alternate bursts of 5 to 7 rounds, either shooter goes to full burst when alerted to the other man going on reload. Gun talk should be used to suppress threats so that breach squads can flank. Gun talk also should be used by mechanized vehicles, i.e. tanks, jeeps, etc. gun talk has several effects:
    1. Huge amounts of fire to suppress if not squash enemy threat
    2. Minimizes exposure by location, by means of neither shooter firing long streams of rounds and being in proximity but not in the same place. In short, makes you harder to find.
    3. Minimizes wasted ammo
    4. Identifies you to friendlies who know it.
    Multiply 2 man fire teams who know gun talk by 4 or 8 and add in 2 vehicles that use it and you will see exactly what gun talk does for you. It does take some practice. In BC it is possible to fire 6 rounds in 2 round bursts from the 30 for every 1 fired from the 20, without overheating. If both of these vehicles stick together and have engineers, they can lay out serious wreckage. Whenever you discover a rate of fire augment between vehicles and fixed or vehicles and vehicles, make it known.
    6. INTERLOCKING FIRE: fire teams should stagger their positions so as to overlap their fire. It is possible for 2 over watch positions to cover more then 180 of threat. If your field of fire runs from your 9 o’clock to your 3 o’clock, the shooter next to you should cover from your 2 o’clock to his 7 o’clock and so on.
    7. Find a wingman, someone to run with on the field who augments your style. This doesn’t mean you cant roll with other players, but if you can start with a team of 2 and integrate others from there, you won’t get burned out trying to teach everybody everything. Specialize in whatever it is you want to do. Find your kit and get as good as you can with it.
    8. Basic fire team should be comprised of:
    2 medic riflemen
    2 assault grenadiers
    2 lmg support
    2 snipers
    There are variations but to start with, if people can fill those roles, it should help the team as a whole.
    8. SKYPE / TEAMSPEAK
    OIC and platoon leaders whenever possible should have a conf call on either or 1 of these softwares. It’s possible that there will be a way to nerf enemy communications during the game. In this way, if someone does manage to tank our communications objective, we will still have communication at the high levels.
    Hopefully we will have some videos that people can use to learn some of the basic standard operating procedures. If we can get as many people as possible working with the same techniques and methods, it should make things run smoother later. thanks for your time and effort.


    Last edited by Admin on Wed 3 Jun 2009 - 8:22; edited 8 times in total (Reason for editing : fix video link)

      Current date/time is Fri 16 Nov 2018 - 21:23