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WhiteNine

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Everything posted by WhiteNine

  1. Do you're teeth look like this now? best of luck wolfey.. hope it doesnt hurt too bad!
  2. Omg

    WhiteNine replied to k_town's topic in Main Hall
    How about we all just direct our hate towards an evil FURBY and burn it! At least this way we'd be doing some good for mankind! (burning a furby that is!)
  3. Its just too bad that there isnt an option for t-shirts or hats.... http://www.cafepress.com/thearmoryclan
  4. hopefully not bad ones:(
  5. sweet!
  6. I refuse to compete because I know that I'll own you all with my MSPaint! rofl.
  7. CHUCK NORRIS!!!! rofl.. or perhaps Opitmus Prime?
  8. And the most important for last..... Leadership. -------------------------------------------------------------------------------- LEADERSHIP. The Leader is the Master Manipulater his job is essentially to get people to do things that they would normally not do otherwise. His job is to get others to forget about the inherient instincts of selfishness for the good of the whole. His job is to mould minds and attitudes. This is all done w/out anybody ever knowing that it's happening, a good leader will build a fluid moving coheasive team out of raw materials. The Raw materials will be hammered, forged, cast, and sculpted w/out realizing the change only untill one day they relize that everything fits right and they are a part of it somehow. He has a charisma that puts the minds of his men at ease and ln turn makes them suggestable to new concepts. The 14 leadership traits are required intangible items that must be inside any and all who are capable of leading other men, they are easily remembered by the acronym- JJ DID TIE BUCKLE. Judgement Justice Decisiveness Integrity Dependability Tact Initiative Enthusiasm Bearing Unselfishness Courage Knowledge Loyalty Endurance There are two leadership objectives: The primary objective of leadership is mission accomplishment. This requires a goal-oriented approach. A leader must identify long-term goals for the team and the short-term steps the organization needs to take to achieve those goals. The secondary objective of Leadership is troop welfare—which can also be described as team welfare or individual welfare. The leader must have empathy for the men he in charge of thier needs are his resposibilty and must have the ability to see through thier eyes and to make sure that the needs of those in the team are looked after ( note that this does not in many means pampering first the mission then the sleep ). Leadership principles: Develop a sense of responsibility among your Team- Understanding that the leader cannot can be everywhere all the time. The leader delegates responsibility among his entire team, an individual is now no longer left w/the burden of carrying the entire weight of the team and at the same time develops a trust and confidence amongst the team mambers. The leader must empower his men to make decisions and at the same time holds them accountable for the outcome of those decisions made. Be technically and tactically proficient All leaders are trained thoroughly in the mechanics of their job and have a deep understanding of the skills of their profession. Make sound and timely decisions Decisiveness and judgment must be one in the same. The leader must be able to make quick and accurate decisions. Keep Your men Informed While it is true that time does not allow for an explanation of orders to tasks given at all instances, and is to be understood that subordinate given the order will carry it w/out an explanation this is not to say that your men should blindly follow you. When time is available, subordinates are told the “why” behind the orders. BY doing this the leader ensures that all his troops understand the goals of the team as well as how they fit into the overall scheme. Leaders talk to their troops often, even if it’s just to say that everything is going according to plan. Seek responsibility and take responsibility for your actions By taking on responsibility leaders show that they have confidence in their own abilities. When a leader make mistakes, they are bound my a moral sense to own up to it. Admitting to their mistakes shows integrity and maturity. Ensure assigned tasks are understood, supervised and accomplished The leader must be very specific about exactly what he needs done and who is responsible for its completion. Set deadlines, benchmarks and they follow up. Although you must be very specific about what needs done, the how of the task gets pushed as far down the chain of command as possible. This allows for a great deal of flexibility at the small unit level, as well as letting team memebers all the way down to the very bottom a chance at making a contributing decision that will help them grow and learn. Train your men as a team Unit co-heasion is a combinatio of trust, loyality, ability of team member to understand the function of each other. If a team has the best individuals in the world, it will be worthless if they don’t’ work together in a coordinated fashion. communication between all team members is essential. the leader must also spend time cross training so that each team member has an understanding of what members are responsible for and have enough compatence to fill the gap if another member is unable for any reason to accopmplish his duties. Employ your team in accordance with its capabilities The leader must be realistic about the personnel, time and resources he needs to accomplish the objectives of the team. Set the example This is the hallmark of the leadership principles. If a leader is setting the example, he makes sound and timely decisions, and keeps his or her team informed, etc. To lead, one must stand as the shinning example of what is expected of the team, exemplifieng all standards that each team member desires to live up to. One last thing to remeber is there is no such thing as natural leaders and followers. While it is true it is easier for some to assume the leadership role, a leader exists inside all men. It is the job of the master manipulator to explore and harvest the potential of his men to become leaders themselves one day. Eventually one day you must step aside and relive your command to the man who will assume your duties it is your obligation to those you lead to ensure you are putting the welfare and sucess of the team into the hands of someone who is most capable of fufiiling thease duties.
  9. PointMan. -------------------------------------------------------------------------------- The Pointman. Much like Snipers the pointman is a "Spooky art". It takes the right kind of person, someone who just has that sense about them to be in tune w/ thier surroundings. Your pointman shouldn't just be some boot who you stick up front he should a well expierenced player. This guy is going to be placed w/ the trust of the fire team to get them weare they need to go and safely. He should travel lightly. Have good compass/land nav. skills. Practice in observation skills ( so as to avoid ambushes, booby traps, snipers, and not lead the fire team down some screwed up bushy route that gets everyone bogged down) He will be the first person to likely be seen by the enemy which means that once he is compromised so is your fire team. The point man should be able to have enough knowledge in sound tactics to be able to analyize the battle field and react to ambushes. His actions will be the first ones taken once contact is made; If he is good then he can direct the team to immdieate action such as what the team is to do in "contact front", "contact right" and what not The fire team will know the basic manouvers for thease drills but the point man is the one that see's the situation right as it unfolds. The point man must also know his tactics so he can either direct the team into the first portion of a hasty ambush to get the fire team to safety and the ambush moving while the fire team leader gets his bearings and finalizes his tactics before he takes command of the situation. Laslty on ambushes he should be able to understand how to set a pre planned ambush up- Situation A: Fire team leader issues orders to pointman take us to along Ho-chi min trail and so we can set up an ambush at check point Zulu. Point man takes the fire team to designated route and arrives at check point zulu His understanding of ambushes, tactics and him bieng the first one to observe and encounter the terrain will enable him to guide the fire team to a good ambush position right off the bat and the all the fire team leader has to do is make fine detail adjustments to his team. Situation B: While on patrol The point man breaks through the brush and comes to the bush/tree line of a changing terrain he is not compromised but observes the OPFOR w/ his expierience and understaning of sound tactics along the fact that he is privy w/ the information of the terrain ahead, the enemies position, the size of the OPFOR, and thier equipment he can quickly form an idea of to either take the fire team quickly and silently out of the area to avoid getting in the fire fight w/ enemy or if an ambush looks as if it might be in order he can quickly form an idea of how to lay one and tell the fire team leader before he briefs him, that way the fire team leader may think about the plan of actions while bieng briefed and have a conclusion ready by the end of the briefing. The fire team is a family and in that family. The fire team leader is the daddy. The machine gunner is your big brother who always bails you out of trouble. The light and med riflemen are your hyper-active little brothers always getting into trouble. The point man is your cousin from out of town that shows up and takes you in town for a night of partying and ends up leading you into some wild and screwed up adventure you will never forget.
  10. Patrols. -------------------------------------------------------------------------------- -PATROLS- A.DEFINITION: A patrol is a detachment of ground forces sent out by a larger unit for the purpose of: Gathering information Carrying out destructive or harassing missions Conducting security missions B.MISSIONS AND TYPES OF PATROLS: Reconnaissance patrols. Reconnaissance patrols utilize movement and stealth to collect information and report on enemy activity and terrain. There are three types of reconnaissance patrols: a. Area reconnaissance. An area reconnaissance is a directed effort to obtain detailed information concerning specific terrain or enemy activity within a specific location (i.e., bridge, road junction), or enemy activity critical to operations. b.Zone reconnaissance. A zone reconnaissance is a directed effort to obtain detailed information concerning all routes, obstacles, terrain, and enemy forces within a particular zone defined by specific boundaries. c. Route reconnaissance. A route reconnaissance is a reconnaissance along a specific line of communication, such as a road, railway, or waterway, to provide information on conditions and activities along the route. Combat patrols. Combat patrols are assigned missions which may require them to actively engage the enemy. Combat patrols also collect information on the enemy and terrain. There are five types of combat patrols: a.Raid. Raid patrols destroy or capture enemy personnel or equipment, or destroy installations, and then conducts a PLANNED withdrawal. b. Ambush. Ambush patrols carry out surprise attacks from a concealed position on enemy patrols, carrying parties, foot columns, and convoys. c. Contact. Contact patrols establish and maintain contact with friendly or enemy forces. d.Economy of force. Economy of force patrols perform limited objective missions such as seizing and holding key terrain to allow maximum forces to be used elsewhere. e. Security Patrols. Security patrols screen flanks, areas, and routes to prevent infiltration and protect against ambush or surprise. Security patrols are the most common type of combat patrol. C.ORGANIZE THE PATROL. The patrol leader task organizes the patrol into units and teams required to accomplish the mission. General organization. The patrol leader determines all essential tasks that are required to accomplish the mission and then assigns units to carry out each essential task. When possible, the existing unit's task organization should be preserved (e.g., fireteams and squads). a.The headquarters unit is assigned tasks associated with controlling the patrol. The headquarters unit includes the patrol leader, assistant patrol leader, radio operator, flank security, and corpsman. b.The security unit provides security for the patrol during movements and at the objective area. c.The assault unit is tasked with actually engaging the enemy. d.The support unit provides supporting fires for the assault unit's attacks and covering fires if required for its withdrawal. It also provides cover when crossing danger areas. D.ORGANIZATION FOR MOVEMENT. Organization for movement is based on the patrol leader's estimate of the situation. Other factors that will influence the patrol's formation are speed, flexibility, control, and all around security. E. CONTROL. The success of a patrol can depend on the ability of the patrol leader to communicate his plan and to effectively integrate the actions of his subordinate units throughout the preparation and conduct phases of the patrol. Hand and arm signals. Hand and arm signals are the primary means of communication and control. Hand and arm signals should be given close to the body and below the head. They should be simple, easily understood, and known by all members of the patrol. All members must remain alert to receive and pass all signals. It is not sufficient for patrol members to merely receive signals, they must ensure adjacent patrol members receive and pass them as well. Voice. When not in contact with the enemy, patrol members should use low voices only when it is necessary to verbalize commands. Whispering can cause a loud hissing noise and can often be misunderstood. When in contact with the enemy, voice commands can be elevated to be heard and understood. Bird and animal sounds should be avoided. Radio. Radios are used to report to higher headquarters and to control supporting arms such as artillary. Transmission should be short and concise. Head counts. Head counts are conducted after crossing danger areas, security halts, enemy contact, and any other time the patrol leader requires one. F.SECURITY AND MOVEMENTS Maintain an even and deliberate pace during movement. As a general rule, a foot patrol will move at a rate of one kilometer per hour during the day and one-half kilometers per hour during the night. When moving over difficult terrain and/or at night, the guiding principle is to maintain contact with the patrol member BEHIND you. Patrols should keep dispersed to the maximum extent possible. Areas of responsibility are assigned to the front, flanks, rear, and overhead. All patrol members should visually scan their areas of responsibility continuously and should not merely walk along the patrol. A patrol should avoid skylining itself on ridgelines and topographical crests. Additionally, the patrol should avoid open, exposed, or urban areas and make maximum use of existing cover and concealment. G.HALTS Short security halt. During the conduct of a patrol, patrols should halt on occasion to observe and listen for enemy activity. When the patrol leader signals for a short security halt, all patrol members face outboard, take a few steps in the direction of their area of responsibility, and assume a kneeling position. All members must remain still and silent during the halt and focus on their assigned sectors. Long security halt. Should the patrol be required to halt for longer than three to five minutes, the patrol leader should designate a long security halt. All around security must be maintained. Each individual is assigned a sector within a hasty perimeter using the clock method. When departing the perimeter, the patrol moves one individual at a time, immediately assuming the patrol formation. H.RALLY POINTS A rally point is where a patrol reassembles and reorganizes if dispersed or separated. Occupation of rally points usually occurs after enemy contact. When a patrol comes across a danger area that cannot be bypassed, rally points are established on both the near and far sides of the danger area. Actions to be taken at rally points are planned in detail in the patrol order and during rehearsals. If the patrol is dispersed, patrol members will return to the last designated rally point. After waiting a set amount of time, the senior Marine will either continue the mission or return to friendly lines. The patrol leader will give an escape azimuth to allow for stragglers to return to friendly lines. I.DANGER AREAS A danger area is any location where the patrol is exposed to the possibility of enemy observation or fire. Danger areas can include trails, fire breaks, open fields, and even large wooden areas that have sparse ground vegetation. There are two general classifications of danger areas: a.Linear danger area. A linear danger area is any location where a patrol is vulnerable to enemy observation or fire predominately from the flanks, such as trails, roads, or streams. b.Cross-compartment danger areas. A cross-compartment danger area is any location where a patrol is vulnerable to enemy observation or fire from the front and flanks. The patrol is placed at a positional disadvantage along its direction of movement, such as when moving through a draw.
  11. Ambushes. -------------------------------------------------------------------------------- AMBUSHES Ambushes can be used for all kinds of scenarios, like eliminating enemy teams. They can be used as a defensive measure to warn the main body force that enemy forces are in the area. And to help weaken the enemy force before they try to assault the main body force. Patrolling, scout/sniper or Security Forces to ambush retreating enemy forces or enemy reinforcements can use ambushes. Ambushes can also be used to capture a high-ranking officer by means of eliminating all but the intended personnel or as means of distraction and cover for the ****** team to obtain the enemy personnel, and team leaders. You can even leave an ambush team behind to protect the rear flank of an assaulting force. You can even deploy a type of search and destroy ambush, where one team is used to flush an enemy into an ambush, which is set up by another team. There are two basic types of ambushes: The Deliberate ambush and Ambushes of opportunity. First- Deliberate Ambushes: Are predetermined ambushes that are planned out ahead of time and usually entail information about the enemy. Such as enemy strength, weapons, size, location, direction of travel, speed, time of arrival and so on. An ambush site is picked out ahead of time and the ambush team arrives on site with plenty of time to set up for the ambush. The site is picked for different reasons, for instance it may provide good cover or have high ground advantage. It must be a site where the enemy is going to pass through, without a doubt as well as a escaper route for the ambushers. Second- Ambushes of Opportunity: Are unplanned ambushes or hasty ambushes, in which there is no or very little information about the enemy. It's a happen upon chance that you get the opportunity to ambush an unsuspected enemy team, but the chance can be reversed too, in favor of the enemy. So when setting up for these types of ambushes, you have to be quick, silent and prepared for the unsuspected. Leave nothing to chance or luck. Ambushes of opportunity can also be just where a team is sent out to a particular spot and told to set up an ambush. Then they ambush any targets of opportunity that happen to pass by. Some types of tactical advantages for Ambushes: "Linear ambush": As a lone or small element the most common and simplest ambush is known as the linear ambush it is the simplest to set up and is most commonly used when setting up an ambush of opportunity. little time to set up, little planning and works is required to set this up and if done properly it can be just as effective as most ambushes. a total element of surprise is recommended but not required. Form a line along the straight of a trail or road. You'll want to set up some flank security, just in case. As the enemy enter into the kill zone the ambush team open fire with full automatic fire. The idea of this ambush is to lay down over-lapping fields of fire with each element knowing his field of fire. With that much firepower being sprayed into an enemies' flank the damage is quite severe. (even w/ a two man scout/sniper team w/ enough aggression and rapid action) Harassment ambush: Not necessarily used to decimate but to wear away his numbers and his nerve, harassment will eat away at the enemy and leave him on edge putting his mind elsewhere instead of being focused leaving to make mistake and miss details that can give windows of opportunity. The ambusher lies in wait for the enemy and as they pass then opens fire on them with full automatic fire. After 30 to 45 seconds, the ambush breaks contact and hauls *** out of the area while the enemy is still trying to regroup. The ambush then moves to the next ambush site and wait again for the enemy to approach. Opening fire and breaking contact after about 30 to 45 seconds. The ambush can try to repeat the ambush at another site, but more then likely the enemy will be more at guard and quicker to react to a third ambush. By this time the ambush team has probably inflicted some pretty good damage to the enemy already. Decreasing their numbers and whittling away their nerves. (As a lone sniper or small scout team this may be the most effective ambush for you since you can't out gun the enemy and cannot sustain a long drawn out engagement) "Maneuver ambush": Two separate ambush teams, one is the lead ambush team and the other is the rear ambush team. The lead ambush team sets up just slightly passed the other ambush team on the kill zone, and the rear ambush team sets up opposite side of the kill zone. (This will be good for the sniper or recon team to be the lead ambush since the role is recon he will be ahead of the main element this also gives them the chance to start the ambush break and slide back into the shadows while the main assault group cleans up the mess). As the enemy comes around into the kill zone and enters the lead teams kill zone, the lead team opens fire with full automatic fire. The enemy who are on the end or rear still not into the kill zone yet, can't see where the fire is coming from. The rear ambush team moves in back them and starts firing on their position. Now, the two ambush teams have split the enemy forces in half with one fighting in one direction and the other fighting in the opposite direction. Neither of the enemy forces can assist nor help the other without compromising their own. The ambush teams can even have a third team waiting at the point of the bend This will provide extra security and or firepower to the enemies' flank. "The L-shaped ambush": This is very effective. Set the ambush up where the enemy's avenue of approach bends. Two separate ambush teams are used. One team is the back of the L and forms a line along the straight part of the trail or road to just slightly passed the bend. Both teams tie into the other, the second ambush team which forms the bottom half of the L, which extends slightly pass the back of the L, more like a T. Only one side of the T extends towards and passed the bend. When the enemy enters the kill zone both teams open fire with full automatic fire, this puts the enemy in a crucial crossfire. The damage inflicted by the two teams fire will be crushing quite as (Ensure that both teams know their fields of fire, to decrease chances of fratricide). "The V-shaped ambush" Is positioned in the straight of a trail or road and uses a total element of surprise. The enemy may not be expecting an ambush in the straight of a trail or road. Two teams set up on either side of the trail or road, exactly opposite of each other, but facing outward in a sort of V-shape. Leaving the trail or road open so the enemy continues to advance without warning. (If the ambush is set up by a sniper and his scout they set up the ambush like they would w/ a large forge and then break contact like the harassing ambush) As the enemy enters into the V both ambush teams wait for the Point Man to pass through the kill the kill zone. Decreasing the chances of alarming the rest of the enemy force. Once the Point Man is slightly out, both teams open up with full automatic fire fields. If possible assign security element for the flanks as to not allow the enemy the opportunity to slip around behind either team. "The Z-shaped ambush" Works best where there is a winding trail or road. It also this is not for the sniper team as it takes a large ambush team to set this kind of ambush up. The team sets up in a zigzag formation like a Z, as the enemy approaches the winding trail or road (kill zone) are separated by. The ambush team opens fire with full automatic fire. The enemy force is caught in both a DEADLY crossfire and over-lapping fields of fire. The bottom half of the Z and the connecting line of the Z can also provide flanking security. As any form of scout/sniper, Recon or point Element team your ambushes should be concentrated on harassing or deliberate intent I.E. destroy crucial element or Intel or assassinations. Some considerations that should be of good practice for all ambush teams but especially for the small elements: Employ smoke before and after all engagements. Always have a route of withdraw. Make up for the lack of firepower by means of landmines, frags and claymores. Deliberate aggressive decisive force is the only way to ensure survival. The element of surprise is your best friend. If possible use loud screaming shrieking devises accompanied w/smoke at the beginning of your assault to further aid in the disorientation of the enemy.
  12. Tactical Patrol Movements. -------------------------------------------------------------------------------- Tactical Patrol Movements. What are tactical patrol movements? These are set layouts of movement for small units, which take advantage of cover, motion, and fields of fire. Tactical movement has three general Objectives: 1. Prevent detection. 2. Allow effective reaction to opposing enemy contact 3. Protect the element from enemy fire while moving towards or away from objectives. Here are some general considerations for moving elements across the battlefield: NEVER TAKE THE OBVIOUS PATH. NEVER WALK DOWN A ROAD OR PATH IT MAY BE BOOBY TRAPPED OR AMBUSHED NEVER GO UP THE FRONT IF YOU CAN TAKE THE SIDE NEVER POKE YOUR HEAD OVER THE TOP OF A WALL IF YOU CAN LOOK AROUND THE SIDE. NEVER LEAVE AN OBJECTIVE BY THE SAME ROUTE YOU APPROACHED IT NEVER BLINDLY PURSUE A FLEEING ADVERSARY, ESPECIALLY IN CLOSE QUARTERS. REMAIN SILENT. Never talk unless it is absolutely necessary - even when using radios a whisper into a radio mic will can in the REMAIN INVISIBLE. Don't walk along a tree line - walk parallel to it a few meters inside the woods. AT all costs avoid crossing ridgelines, especially bare ones that will leave you silhouetted ( If you must cross do so on your belly leap froging alternating between movement and cover)if you must cross an open area and the enemy knows you are there Mask your movement with smoke! MAINTAIN EYE CONTACT. Every ten or fifteen seconds, look away from your assigned field of fire, and make eye contact with your team leader or assigned element of your fire team ( I.E. machine gunner keeps contact w/ A gunner Point man maintains contact w/a rifleman). Insure that hand signals get passed on. AVOID PATTERNS AND PREDICTABILITY. Weather or not you are moving within sight, or potential sight of your enemy your movements must be kept unpredictable. If you are in the enemy's observation you do not want them to know how you will react if on patrol you don't want the enemy to be able to predict your movements giving them an easy time ambushing you. Stagger the members of the fire team, roll away from cover before getting to your feet, and don't always take the most direct path. Never take the same path twice to or from any objective. ALWAYS THINK DEFENSIVELY WHEN AT A HALT. Secure a 360-degree perimeter whenever you pause. Only key elements pull in close to discuss plans, check navigation, observe terrain, etc all other members provide security any pertinent Intel will passed up the line to the rest of the element. ALWAYS EXPECT TO WALK INTO AN AMBUSH When on patrol, the rear of the formation secures the element from rear attack; those on the sides or middle of formation keep their attention on the flanks. While the point man and unit leader guide the team forward, this provides 360 degrees of security MAINTAIN PROPER INTERVAL. Keep your fire team as spread-out as possible, without losing contact or concentration of fire. You want to minimize the number of people that can be taken out by a grenade or an ambush. For paint ball 3-5 meters should be optimal spread out to where each person can see the cell leader, but not necessarily the entire formation. Always be careful of spreading out too far - you risk being cut apart, unable to maneuver, or unable to control and concentrate your fire.
  13. COUNTER- PENETRATION OPERATIONS BORDER CONTROL OPERATIONS Information which may be usefull to Generals and Commanders in large scale scenario games: General: Aim. The aim of border control operations or counter-penetration operations is to make the border as secure as possible, thereby preventing enemy groups from crossing; or preventing supplies or reinforcements from crossing to support enemy groups that may have succeeded in crossing. It is a known fact that part of the enemy's tactics and characteristics is to establish safe bases in neighboring territory from which they can launch their attacks across the border and to which they can return should the pressure applied against them by the your forces be too great. The very success of their operations is dependent upon these safe bases. The enemy has no respect for your boundaries and is able to cross the boundary, whether it be an imaginary line through the bush, a river, a rugged bit of mud and muck or even an obstacle, at preselected crossing places. There may be kilometers of border which may have to be protected. Because of these vast distances, it will be impossible to cover every meter with troops. The commander must have the abilty to make maximum efficient use of the manpower which is available, a very well-thought-out plan, Organization and system for border control must be determined and vigorously and effectively applied. In all areas where the enemy is more active, or where external support is more significant, higher priority of troop allocation should be given. Factors Affecting Success: Factors affecting the success of this type of operation are as follows: Maximum use of informers, particularly on the other side of the border. These informers are normally designated spies from the other team and will have some if only limited contact w/ your team command. Flexibility This aspect must be present in the planning and execution of all operations. Security. Security must be established and constanly improved upon as situation dictates. The security element should be ran by a designated Local-Security control command. The Local-Security control should have nothing on it's mind but the contant state of it's effectivness and would in essence act as a seperate police force controlling: Intelligence/Spies. Command body guards. Security posts and patrols. Cooperation Cooperation and team play must be present between all participating players/forces. The entire operation must have depth to it, therefore making it more difficult for the enemy to penetrate. Ability to be unorthodox and original in the planning and execution of operations. Avoid being stereotyped. develop a well organized and flexible logistical support. Simplicity in planning and economical use of manpower. A readily available reserve to be deployed either by road or on foot to assist wherever and whenever required. Patterns of Operations: The following factors will determine the allocation of tasks and responsibilities: Nature of terrain. Extent of border. Enemy threat and activity. External support to the enemy. Availability of forces. Local population. Areas are divided into unit and sub-unit areas of tactical responsibility. Boundaries between these areas must be well defined with no gaps which may lead to "pockets" that the enemy may use to either breach your lines or to use as an assembly area to launch an attack w/in you own AO. These boundaries must be changed from time to time to prevent the enemy from discovering the border protection plan. Troop density in these areas will be determined by enemy activity. Headquarters. The main HQfor such an operation will be located at a position from which effective command and control can be exercised and where all the necessary communication requirements exist, I.E., supply, and road head, medical, and communication centers, etc. Although it must be taken into consideration at some large scale scenario games the HQ are structures that have already been emplaced by the field. Unit headquarters. This should be centrally situated in the unit's area of responsibility, preferably where good or reasonable communication facilities exist such as an supply- or road head and medical facilities. They should also be located close to or at the local security command post, should there be one in the area. The main requirements remain, however, effective command and control of all forces concerned, accessibility and good communications. Patrol bases and patrols: Permanent patrol bases should be established along the border and in depth. These bases can either be bunkers used as small outposts or larger bases to be used by a bigger unit. They should be so spaced and sited that patrols operating from them can effectively patrol the area, without having to cover long distances. These bases must be tactically sited and well protected against possible enemy attacks. Accessibility, supply routes, and withdrawl roues must be considered when siting such bases. Patrolling from these bases can be done as follows: Border patrols. Strong, well-balanced patrols move on foot, their task or aim being to patrol the border to prevent penetration or to search for signs of recent enemy crossings and possible crossing places. They must be prepared to fight should they encounter any enemy. These patrols must have good communications with their bases and must be prepared to spend several hours away from their bases. Although operating as a primarly security patrol , these patrols must also be prepared to use their own initiative and set up ambushes at possible crossing places which were not foreseen. Standing patrols. A series of small standing patrols can be used to maintain observation during the day over possible crossing places,Gathering points, or pockets of terrian that may be sources of supplies for the enemy. During the hours of darkness, these standing patrols could become listening posts with the dual purpose of ambushing likely crossing places. These patrols should be provided with communications. They must operate with the utmost stealth and frequently change their positions to avoid detection. They must be prepared to spend several hours away from their base. if possible, they should contact any friendly forces moving through their area. Motorized patrols. Should the terrain allow it, or should there be reasonable roads or tracks in the area, motorized patrols using tanks could be used. This type of patrol will normally not be very successful in spotting and identifiieng enemy movement but it does serve as a deterrent to the enmy by displaying a "Show of force". With this type of patrol, regular routes and timings must be avoided because of the possibility of enemy ambushes. The Tank may also a be a safe means of passage for comanders and other important roles to move about safely to make contact with foot patrols or standing patrols that may be operating some distance away from the patrol base or to deliver supplies to the above mentioned. Patrols in depth. These patrols operate from bases sited in depth to the actual border patrol bases. Their task is to search for and destroy enemy elements or groups that may have succeeded in penetrating inland. They may react to information passed on to them by the border patrols or to indications they may have discovered as a result of their own vigorous patrol program, or to information passed on to them by higher headquarters. These are strong, well-balanced patrols that may be assisted by recon patrols, tracking teams, or with good communications to the patrol base in conjuction w/ Re-Ac forces ( Re-Actionary forces ) , because they may frequently call for support when contact with the enemy has been made. This patrol must be aggressive and must be prepared to spend several hours away from the patrol base. In the event that should contact be made with the enemy, the patrol must be suffiently equiped to maintain contact until the enemy is eliminated. The patrol program and pattern for the patrols operating in depth must be carefully coordinated and well planned. These patrols can either operate from a base line or natural features such as rivers, ridges, spurs, etc., patrolling laterally, forward and inward or radiating outward in all directions from a central point which is the patrol base. Whichever system is used, regular patterns, routes and timing must be avoided. Aids to border control: The physical protection of a long border with troops is not always possible because of the problem of manpower. There are, however, certain aids that could be considered: a. Tank patrols- These serve as a deterrent, as well as being able to cover large ground allowing regular visual reconnaissance of the border area could indicate the crossing of groups of enemy. b. Boat patrols- Although highly unlikely to be avilable to the normal Paintballer. When the border is defined by a river, boat patrols could be used in much the same way as motorized patrols. Sensory devices. Limited areas could be covered by using sensory devices, such as warning devices, alarms, or booby traps (mines) or carefully arranged terrain obstacles that will be noticable when disturbed giving warning and approximate position of suspect movement in the area. Restricted areas. When possible, certain areas of the border could be cleared of inhabitants and presence in that well-defined area and restricted to the use of only designated units. Routine checking out of the area may indicate enemy activities. These areas provide complete freedom of action of your team forces, I.E., artillery engagements, safe havens, supply caches and the construction of barriers including minefields, obstacles, and booby traps. Conclusion: Border control operations are long-term operations that require careful planning and coordination and the vigorous application of such plans. Invariably the border patrols are more of a deterrent than anything else, because it is normally the patrols in depth that physically get involved in action with the enemy; but the most effective measure for controlling the border is an active, well-planned patrol program executed by well-led, well-trained and well-armed patrols.
  14. This is a series of seven posts that will cover alot of information that will help you're mind-set while on the battlefield. The only thing I request is that you read this with an open mind. Some are from Paintball but most are from real life scenarios. Inspite of this, all can be used to provide a better idea of tactical and priority thinking while in game. In other words think of this as a mental training course for inexperienced or un-informed players, or just someone looking for some helpful info. The topics that will be covered are as follows: 1. CQB/MOUT 2. Counter Penetration Operations 3. Tactical Patrol Movements 4. Ambushes 5. Patrols 6. PointMan 7. Leadership Now let us begin.... Cqb/mout. -------------------------------------------------------------------------------- Some considerations for CQB/MOUT * Long unsupported assaults are deadly. Assault for short distances, against a lightly armed or well-suppressed position. A single enemy soldier can destroy a squad across 100 meters of open ground. * A long covered approach is always better than a short open route. Be careful of covered approaches that cannot be covered by an over-watching unit. * Every unit needs obscuration. Smoke save lives. Every assault and every withdrawal should use smoke. * Fire and maneuver is the key tactic. Use the majority of your force to overwhelmingly suppress the enemy, and a small assault unit to rapidly close on the objective. * It's all about suppression. Fire without maneuver is wasteful and indecisive. Effective suppression is the basis for all infantry tactics. * Units without mutual support are doomed. Mutually supported units protect each other from being fixed or assaulted. * Mortars are inherently inaccurate. Area suppression is NOT destruction. Rounds are limited. Use them well. Don’t waste mortars on bunkers or buildings. * Every unit— squad, platoon, and company—needs antitank capability when facing tanks. An infantry unit with no organic antitank weapon is either retreating or overrun. Tanks can only be fought in close terrain. * Concentrate your fire. Fire control insures decisive action. In contact, men will disburse their fire. Sequentially destroying targets with point fire is more effective than distributing ineffective fires. * Every unit— squad, platoon, and company—needs antitank capability when facing tanks. An infantry unit with no organic antitank weapon is either retreating or overrun. Tanks can only be fought in close terrain. * For anti-tank positions, deep and narrow sectors of fire with defilade on both sides are best. The best sector of fire allows you to engage only one tank at a time. * Defensive positions are temporary. All units need multiple positions and the ability to withdraw. * For machinegun positions, deep and narrow sectors of fire, with defilade on both sides, are best. Primary and secondary sectors separated by frontal protection are better. * COVER IS LIFE. Move from one covered position to another. Good cover is relative to a single enemy position. Mutually supporting enemy positions can overcome the protection of your cover. * Use bounding over- watch to move. A squad in contact needs immediate suppression from another unit. The measure of success is the number of units that can immediately bring suppression to bear upon enemy contact. If possible use snipers to provide cover so your main element can reach the building. If you can’t do this unseen use lots of smoke to conceal your movement, while snipers provide harassing fire. If you can make it the roof and enter from the top this is your best bet. The top-to-bottom method is preferred for clearing a building. Entering at the top and fighting downward is easier from an upper story because gravity works to your advantage when throwing hand grenades and moving from floor to floor. As well as building construction and moving dynamics become assets to the assault elements. This is also a tactical advantage in psychology when attacking from the top to bottom the enemy is naturally forced down and out of the building, wear supporting elements can take care of them so if your snipers are positioned outside in good cover they can pick them off as they exit the building while the main assault element is still on their tail. This also gives the enemy of weaker stomach a chance to flee outside and surrender (but you have no need for taking prisoners do you?). When attacking from the bottom to top the enemy is forced to stay inside the building and revert to the natural stance of an animal in a corner making his stand for life, death, and territory. If you have no access to the top level assaulting the bottom floor and clearing upward is a common method. When you use this technique, the assault force closes on the flank(s) or rear of the building. The team then clears each room on the ground floor; continuously moving upward, begin a systematic clearance of the remaining floors. Entry should be gained through walls breached by explosives or gunfire (substitute for paintball as best as you can). Assault elements should avoid windows and doors because they are usually covered by fire or booby-trapped. Remember to stay away from walls paint balls either roll down them and on to you or bust and splatter you. Use lots of Grenades for entering rooms and remember SMOKE- SMOKE- SMOKE. Keep yourself and your movement concealed rapid action lots of fire and confusion will have your enemies head spinning.
  15. WhiteNine replied to G's topic in Main Hall
    there are 125. only 30 more and you would have had it:p
  16. This is about the Inteligence level of the people I come in contact with on a regular basis at work. We're standing on the curb, waiting for the light to change, when a guy walks up and signals us to take our headphones off. He wants to ask a question. So, what's the deal, the guy asks us, with your blue iPod?? It's not a blue iPod,we say. OK, sorry. What's the deal with your what, cerulean iPod?? It's not a cer look, it,s not an iPod at all. It's an mp3 player. See?? Oh. I thought that was the same thing.? No, not every mp3 player is an iPod? This one is not. It's the iRiver H10. It is not made by Apple.? Hunh.? He stares at it, uncomprehending. Looks cool. If I was going to get an iPod, I'd want a blue one like that.? Now we're exasperated. iPod, iPod, iPod! Why are you fixated on iPods? Look! This thing is slim and compact, hardly bigger than a deck of cards, but it can store and play over five thousand songs!? It's bigger than a deck of cards.? Yes! So we have already established! But not much bigger! Maybe it's the volume of oh, like a deck with 65 cards in it.? There's no such thing as a 65-card deck.? No! No one says there is! It's just for a frame of reference! And look, it's 20 gigs, it has sensibly arranged controls, and its internal battery delivers up to 16 hours of non-stop music on a charge. It plays DRM, Audible, Napster 2 Go, and it has a color LCD for looking at photos! Oh, and an integrated text viewer for reading paperless novels, news, whatever! It has a built-in microphone so you can use it as a voice recorder and a built-in FM tuner with both automatic and manual channel-search functions! And a timer! Plus, it's lovingly refurbed, like a newly risen iRiver phoenix! All this and it's not an iPod. Get it? See? Fleetwood Mac was right all along you really can go your own way!? Yeah, I see what you're saying.? We exhaled heavily. So, if you play solitaire on that iPod, does it play with the regular deck, or with 65 cards?? YOU CAN THERE'S NO SOLIIT'S NOT. You know what? Yes. Yes, if you play solitaire on my blue iPod, it deals from a deck of 65 cards.? Awesome, he said. I gotta get one of those.? And he ambled off into the night. ~Found on Woot.com
  17. First Sergeant (=A=) WhiteNine reporting for duty! Finally! *EDIT* the history graphs speak for themselves!
  18. W00Tz0rZ for Kung Lao! (Subzero's better)
  19. you can have just about dual anything now (pistols, shotguns,bazookas, sniper rifles, miniguns, etc). plus some torso's have hangers where you can store some pistols or a blade for when you're guns run out. and lets not forget about the missle extentions, mmmmm swarms of heat seaking explosive destruction!
  20. WhiteNine replied to Wolfey's topic in Gaming
    Here is the new Zboard. or the WolfClaw is good too.
  21. nothing fancy. but its a good try.
  22. here ya go buddy... not that good but it'll hold ya for now.
  23. Armored Core: Last Raven (PS2) I'm sorry guys. I got my start with the Armored Core series ever since the first title came out. I had to post this. This WILL be the LAST Armored Core for PS2 tho. PS3 is next. I just cant wait. This series is the only reason I'm buying a PS3. And yes... the Action is that intense. OK heres a slight overview. Armored Core's are the giant Mech's you see in the vids. They are fully customizable from what weapons you put on it down to the radiator, cpu, and generator (also head, arms, legs, torso, etc...). Colors are all up to you as well this game has almost no bounderies. and I have enjoyed All of the games since PS1. And no Klink its not ANIME. rofl:p Photo Gallery Trailer 1 Trailer 2
  24. welcome!

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