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BCT Day Three

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BCT Day Three Empty BCT Day Three

Post  Admin Fri Oct 28, 2011 11:51 pm

[size=24pt]BCT Agenda[/size]
[size=18pt]1st Ranger Battalion[/size]

BCT Day Three 1stRB




[size=18pt]Day 3 - Squad Tactics[/size]




Introduction (Anzio) [5 minutes]

- (Line everyone up outside the Church)
- Ensure everyone is also in ventrilo
- Run through CORDs
- Today we will be focusing on tactics at the squad level - primarily on attack
- During an attacking round your advantage is deciding when to move
- You can take time to plan, however, once you're out in the open you have to keep moving
- We will be covering two common types of scenarios

Scenario 1 - "Stronghold" (Anzio) [25-30 minutes]

- While on attack, you may face an enemy team that is making a stand "strongholding" an area of the map
- A stronghold is a part of the map which the enemy is using because of its defensive advantages
- It may have limited entrances, accessibility only via bottlenecks, and be difficult to observe or grenade from the outside
- A stronghold may be a building, but can also be an open area with few entrances (e.g. field on donner)

- As an example we will be practicing using this complex behind me with the courtyard and fountain

The Theory:

- (Bring the privates up the hill street to see the building)
- This building has only two entrances, here on the street and the rear entrance by Axis 1st flag.
- The interior of the courtyard provides elevated positions and concealed camping positions which can't be spotted from outside
- (Show some possible MG spots, ambush positions, etc.)

- When attacking a stronghold, as many entrances/exits must be secured as possible before moving
- Remember that if you leave an exit open, an enemy can escape and flank you
- Take your time to spot any enemy positions before hand to provide intelligence, but remember the enemy can be moving
- Stack up along the sides of the building while waiting to move in, in case an enemy runs out
- Use grenades to attempt to displace/flush out enemy positions, but don't waste nades....save some for before the final assault
- As the attacking team, your advantage is choosing when to move, so take your time to set things up if you need it

- For the final assault, use nades before hand to disrupt/disorient the enemy - Move immediately after they go
- This is a lot like room-clearing.....the assault must be quick and violent
- Flood the area, going in different directions (squad leader should give some directions beforehand)
- If possible, use more than one entrance for the attack at the same time

The Drill:

- A member of t-staff will squad the lead the allies (BT privates) on an attack
- An axis team of equal size will defend the stronghold building
- Axis will start inside the building, but may leave it after a few minutes so be careful
- Weapons: Allies - 1 auto, 1 sniper (optional, DI's discretion) rest rifles, Axis - 1 MG, 1 auto, rest rifles
- (Run as many repetitions as possible)
- (Comments and critiques after every round)

Scenario 2 - "Breakout" (Donner) [Time Remaining]

- (Move everyone to the top of Axis 2nd Flag street)

- Another common scenario is a "breakout"
- The enemy team will often prepare chokepoints which you are forced to attack through
- This street is a good example
- Allies are forced into the narrow street at the cart, or the narrow exit from fields
- Axis have multiple overwatch positions on the street
- This is similar to a stronghold in some ways but you have even less control....the area is more open, the enemy can fall back easily

- In this drill, axis will be defending the street (may not flank through axis sniper)
- Allies may attack from the cart or the fields

The Theory:

- In a "breakout" you are breaking out into a defended area from your safe positions, preferably with many of you at once
- Snipers will typically check choke points first, but they can not always iron man it
- Maybe you don't have one, maybe he's dead. This is the next alternative if the sniper cannot work
- The goal is to make a very quick attack that rushes the enemy position
- Killing the enemy, but failing that forcing them back so they have less of the map to work with

- In a breakout, smoke will often be used first
- However, the auto should not lead the rush
- Riflemen can use the cover to rush out and take good overwatch positions
- Other teammates, especially autos, use the disorientation to rush and clear key areas

- It is key that you do not stop your attack if two point men die
- This makes all of your previous efforts meaningless
- Advice: Don't act like "movie ninjas"
- In other words, don't run out one by one
- When you reach a point where a break out is needed, make a plan....and then move together
- Don't stop until the area you want to clear is secure
- Keep going and call out enemy positions constantly
- You must maintain momentum from the moment you begin

- The more of you breaking out at one time, the better
- This is because the enemy cannot isolate all their shots onto one enemy
- Players will usually get nervous and tend to fire in between groups of more than one person

The Drill:

- Privates on Allies, Staff/Extra Attendees on Axis
- The Axis defend the Axis second flag street, they can be as far up as being in the ruins
- The Allies start at the tank at the middle and must attack to the Axis second flag defense
- For at least the first round, no grenades on axis (add them later)
- The Allies should have one or two Automatics on their team, and absolutely must have an Assault for smoke

Conclusion

- Review all key concepts from the day
- Ask for any discussion
- Dismissal

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