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| | Priciples of Airsoft Combat | |
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+7navyseal33 kadafi abis krap TooTsY SyLvR Zephyr 11 posters | Author | Message |
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Zephyr Cadet 1st Year
Number of posts : 44 Age : 37 Forum XP points : 6140 Registration date : 2007-07-16
| Subject: Priciples of Airsoft Combat Thu Aug 16, 2007 4:13 pm | |
| 1. Surprise is the key to a successful assault at close quarters. The fire team or squad c1earing the room must achieve surprise, if only for seconds, by deceiving, distracting, or startling the enemy. Sometimes stun or flash grenades may be used to achieve surprise. These are more effective against a non-alert, poorly trained enemy than against alert, well-trained soldiers.
2. Speed provides a measure of security to the clearing unit. Speed lets soldiers use the first few vital seconds provided by surprise to their maximum advantage. In close quarters combat, speed does not mean incautious haste. It can best be described as “carefull hurry.”
3. Controlled violent action eliminates or neutralizes the enemy while giving him the least chance of inflicting friendly casualties. Controlled violent action is not limited to the application of firepower only. It also involves a soldier mind-set of complete domination.
Each of the principles of close quarters combat has a synergistic relationship to the others. Controlled violence coupled with speed increases surprise. Hence, successful surprise allows increased speed The Fundamentals of Close Quarters Combat:
The ten fundamentals of close quarters combat address actions soldiers take while moving along confined corridors to the room to be cleared, while preparing to enter the room, during room entry and target engagement, and after contact. Team members must—
1. Move tactically and silently while securing the corridors to the room to be cleared. Carry only the minimum amount of equipment. Rucksacks and loose items carried by soldiers tire them and slow their pace, and cause noise.
2. Arrive undetected at the entry to the room in the correct order of entrance, prepared to enter on a single command.
3. Enter quickly and dominate the room. Move immediately to positions that allow complete control of the room and provide unobstructed fields of fire.
4. Eliminate all enemy within the room by the use of fast, accurate, and discriminating fires.
5. Gain and maintain immediate control of the situation and all personnel in the room.
6. Confirm whether enemy casualties are wounded or dead. Disarm and segregate the wounded. Search all enemy casualties.
7. Immediately perform a cursory search of the room. Determine if a detailed search is required.
8. Maintain security at all times and be prepared to react to more enemy contact at any moment. Do not neglect rear security. hekhek..alam na po sigurado ito ng mga veterans..para lang po sa mga new new newbies tulad ko po...add po sana kayo ng mga tips po ninyo for combat tactics, etc. Pangpa-add na rin sa content ng BAG site. | |
| | | Zephyr Cadet 1st Year
Number of posts : 44 Age : 37 Forum XP points : 6140 Registration date : 2007-07-16
| Subject: Re: Priciples of Airsoft Combat Thu Aug 16, 2007 4:22 pm | |
| Tactical actions at & upon entering the point of entry Actions outside the point of entry must be quick and well rehearsed. The doorway or breach point is a dangerous position. The clearing team is focused on entry and could be surprised by an enemy appearing unexpectedly in the corridor.
A. Clearing team members’ positions relative to the door are important as are their weapons’ carry positions. Team members stand as close to the entry point as possible, staying in a crouched position. They hold their weapons either in the high-carry or the low-carry position. They ensure the muzzle is not pointed at another team member.
B. All team members must signal one another that they are prepared before the team enters the room. The last man taps or squeezes the arm of the man in front of him, and each one passes this signal along. Team members avoid the use of a verbal signal, which may alert the enemy and destroy the element of surprise.
C. All individual equipment that is carried must be selected carefully and prepared properly to ensure that it is quiet and not cumbersome. Essential items only should be carried during close quarters combat. Protective vests and helmets should be worn by all team members. Additional protective equipment, such as gloves, kneepads, or goggles, may be worn, depending on the situation and the unit’s level of training.
The entire team should enter the room as quickly and as smoothly as possible and clear the doorway immediately.
A. The door is the focal point of anyone in the room. It is known as the “fatal funnel,” because it focuses attention at the precise point where the individual team members are the most vulnerable. Moving into the room quickly reduces the chance that anyone will be hit by enemy fire directed at the doorway.
B. On the signal to go, the clearing team moves through the door quickly and takes up positions inside the room that allow it to completely dominate the room and eliminate the threat. Team members stop movement only after they have cleared the door and reached their designated point of domination.
(1) The first man to enter moves in as straight a line as possible toward the comer for which he is responsible. He may then turn and move deep into the far corner of the room. The depth of his movement is determined by the size of the robin, any obstacles in the room such as furniture, and by the number and location of enemy and noncombatants in the room.
(2) The second man enters and moves toward the corner in the opposite direction, following the wall, but not directly against it.
(3) The number 3 man (team leader) buttonhooks inside the room at least 1 meter from the door, but between the number 1 man and the door.
(4) The squad leader can either use the number 4 man (normally the SAW gunner) as rear security at the breach site, or he can have him enter with the remainder of the team. If he enters, the number 4 man moves in the direction of the number 2 man and buttonhooks in the same way between the number 2 man and the door.
C. To make close quarters combat techniques work, each member of the team must know his sector of fire and how his sector overlaps and links with the sectors of the other team members. Team members do not move to the point of domination and then engage their targets. They engage targets as they move to their designated point. However, engagements must not slow movement to their points of domination. Team members may shoot from as short a range as 1 to 2 inches. They engage the most immediate enemy threats first. Examples of immediate threats are enemy personnel who—
* Are armed and prepared to return fire immediately. * Block movement to the position of domination. * Are within arm’s reach of a clearing team member. * Are within 3 to 5 feet of the breach point.
D. Each clearing team member has a designated sector of fire that is unique to him initially but expands to overlap sectors of the other team members.
(1) The number 1 and number 2 men are initially concerned with the area along the wall on either side of the door or entry point. This area is in their path of movement, and it is their primary sector of fire. Their alternate sector of fire is the wall that they are moving toward, sweeping back to the far corner.
(2) The number 3 and number 4 men start at the center of the wall opposite their point of entry and sweep to the left if moving toward the left, or to the right if moving toward the right. They stop short of their respective team member (either the number 1 man or the number 2 man).
E. While the team members move toward their points of domination, they engage all targets in their sector. Team members must exercise fire control and discriminate between hostile and non combatant occupants of the room. Shooting is done without stopping, using reflexive shooting techniques. Because the soldiers are moving and shooting at the same time, they must move using careful hurry. They do not rush with total disregard for any obstacles.
Sorry..spamming na ito. Naka confine kasi ako dito bahay, complete bed rest kay boredom is inescapable.. | |
| | | SyLvR Cadet 3rd Year
Number of posts : 101 Forum XP points : 6138 Registration date : 2007-07-18
| | | | TooTsY Private
Number of posts : 231 Forum XP points : 6148 Registration date : 2007-07-13
| Subject: Re: Priciples of Airsoft Combat Thu Aug 16, 2007 4:37 pm | |
| great article.. very informative... btw, i dont think this will be conisdered as spamming coz of the content. nice, good job ma'am zephyr! btw, are you sick or something?... must be.. anyway, get well soon! coz the weekend is fast approaching. | |
| | | krap Field Marshals
Number of posts : 876 Age : 39 Location : City Pines Of Baguio Job : Chef Forum XP points : 6191 Registration date : 2007-07-11
| Subject: Re: Priciples of Airsoft Combat Thu Aug 16, 2007 5:50 pm | |
| Asus Anong "COZ THE WEEKEND IS FAST APPROACHING"?? Eh Hindi Ka Nga Naglaro Nung Linggo Eh. Wahaha Tumamabay Ka Lang Naman Dun Eh. Ahihihi Peace Fafi. | |
| | | abis Master Gunnery Sergeant
Number of posts : 3871 Age : 40 Location : 074 Job : free lancer Forum XP points : 7557 Registration date : 2007-07-13
| Subject: Re: Priciples of Airsoft Combat Thu Aug 16, 2007 7:49 pm | |
| remember teamwork rin kelangan sa CQB/CQC... always remember when there is a defend game...always supress fire to the opfor while your team mates are moving for cover or doing flanking manuever..similar also to field | |
| | | kadafi Staff Sergeant
Number of posts : 844 Age : 39 Forum XP points : 6172 Registration date : 2007-07-16
| Subject: Re: Priciples of Airsoft Combat Thu Aug 16, 2007 11:02 pm | |
| sana mpraktis ntin to pag CQB kasi ms mgnda ng actual natin gngwa para matuto tau share nyo yn mam pgnasa diplo tau ha...slmat | |
| | | TooTsY Private
Number of posts : 231 Forum XP points : 6148 Registration date : 2007-07-13
| Subject: Re: Priciples of Airsoft Combat Fri Aug 17, 2007 7:36 am | |
| - KrApNiKnIL wrote:
- Asus Anong "COZ THE WEEKEND IS FAST APPROACHING"?? Eh Hindi Ka Nga Naglaro Nung Linggo Eh.
Wahaha Tumamabay Ka Lang Naman Dun Eh. Ahihihi Peace Fafi. coz last weekend was muddy and gloomy.. hahahaha... tsaka late na kami nakadating.. | |
| | | navyseal33 Gunnery Sergeant
Number of posts : 1399 Age : 42 Forum XP points : 6153 Registration date : 2007-07-18
| Subject: Re: Priciples of Airsoft Combat Fri Aug 17, 2007 11:15 am | |
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| | | Papadhie Forum Police
Number of posts : 1990 Age : 44 Location : Neutral Zone Job : NgaRz Forum XP points : 6978 Registration date : 2007-07-31
| Subject: Re: Priciples of Airsoft Combat Sun Aug 19, 2007 7:14 pm | |
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| | | Zephyr Cadet 1st Year
Number of posts : 44 Age : 37 Forum XP points : 6140 Registration date : 2007-07-16
| Subject: Let's try this out!! Wed Aug 22, 2007 7:15 pm | |
| Another great form of bait is the use of an Interdiction Rifleman...which is very adaptable to airsoft...
The technique is a combat multiplier if used correctly. The term "Interdiction" militarily in laymans terms is to prevent, stop, or change the plans of an attacker, or attacking force. Understand your first mission is just that, not to inflict casualities.
SCREENING MISSION: Your unit is set in a defensive position expecting an attack along a given route. After terrain analysis you determine the best "kill zone" and then plan to route the enemy into this area. After setting a return plan with your unit, you set out to "Interdict" the advancing unit. You see the lead element of the advancing enemy and determine that their route of advance is not where you want it. You then maneuver yourself between the advancing enemy and your unit. You find a good concealed position and at long range lob 1 round into the advancing unit, ensuring your round is seen or felt by one of the enemy. This will stop them and make them deploy. Then lob another round at who you perceive to be the leader, this will build "motivation" to find you; and now you have destroyed their original plan. At a given point, "accidentally" expose yourself and begin moving toward your pre-planned "kill zone", the enemy will begin pursuit. Again, from long range, lob rounds to "keep their interest" and keep moving. Once you are close to your "kill zone" stop shooting, run through your covered and concealed unit, wait in ambush...and once the enemy enters the "kill zone"....mission accomplished.
PYSCHOLOGICAL MISSION: This technique is used to "demoralize" your enemy more than to inflict casualities. Again in support of your unit's mission you find the possible advance routes of the enemy. You then, from a concealed position, cover this route. If and when the enemy is seen at range, lob a round their direction and scoot, this will again disorganize their unit and change their plan. Take a 90degree tangent to their movement and again lob a round, this will change their direction again, repeat as long as tactically possible till you can coordinate with your unit to engage the now disorganized enemy. The enemy will now be "PO'd" and will do whatever you lead them too. Their attitude overwhelming tactical sense. Again your mission is not to inflict casualities but to "interdict" their plan. You must have the ability to move fast and use good terrain analysis to pre-plan your firing positions on the run. The skill here is to prove to the enemy that he is never invulnerable, and can be hit from anywhere. It is your mission to keep him off his plan, and to fall into yours. Remember, speed, stealth, and good tactical planning are the keys, your mission is not to inflict casualities, "Interdict" CHANGE THEIR PLAN TO FIT WITHIN YOURS.
HOW TO DO IT RIGHT: In order to understand the mission and skills needed maybe a little background would help. An Interdiction Rifleman is used in support of small units (platoons and squads) his primary mission is to support that unit's mission. In my day I was armed with a XM-21 Sniper System (M14 mounted with a 8X Redfield) and I traveled within the platoon or squad formations until needed. Normally I would fight within that formation. Once a tactical situation developed where support was needed I would back off the line, and do a map and terrain analisis. Again my primary mission was to Interdict, not to inflict casualities. I would move fast to get out in FRONT and used speed over camoflauge. No tangle gear, just a Lightfighter. I would engage targets at 800meters plus where the chance of a hit was negligable but the desired effect was maximized. A single round coming from nowhere would have the desired effect of slowing and or changing their plan. And once they came closer, the effect of individually spaced rounds would continue to distract the enemy from their mission. Once they were close enough for the main unit to engage, I would join them using the semi auti mode. The main unit had M16's whereas I had a M14 and the loud report of the weapon was then used as a pyschological weapon. The loud report of the weapon and the lob range gave the desired effect, and when the enemy did finally get within range, the weapon was then fired in semi in support of the main unit... again the loud report adding to the pyschological effect. You must get away from the slow, overburdened, Ghillie suit mentality to fight this way. Speed, terrain, cover and concealment are the difference, you fight with your unit, in support of your unit, you do not fight as a loner, you accomplish your mission with and using your unit as the firepower base, you just guide the targets to them. Using your weapon as required, single shots on your mission and at range to INTERDICT not to inflict casualties, and only use semi if compromised or within your main formation. Make it LOUD, you want to be heard.
SKILL TRAINING: The first skill to master is terrain. You must understand the terrain, the foliage(trees and ground cover), the hills, ridges, cuts, streambeds, etc. This is your primary concern while moving, placing terrain features that mask your movement between you and your enemy. Before the games arrive early and do a field walkabout recon, make yourself a map if possible, just scribble some features on some paper, make notes on where prominant features are and then place map in a plastic file folder so you can use a grease pencil during games to highlite your plan for that game. Map recons are the real way since in combat you cannot usually "walk the field" without getting shot at. Also terrain will dictate your weapon employment during engagements, identifying "fire lanes" and avenues of approach that need to be covered. Idendify Clear fields of fire extending out to your markers maximum "lob" range (40-90meters) understand your rounds will not break on soft targets unless you get lucky and hit a hard part, the mission here is to get them to notice the incoming round, you aim at the bunker, tree, whatever they will notice or hear, a round thuding against a metal or plywood bunker side makes quite a sound. As you move foward you pick your fall back positions based on your plan to use your team as the primary base of fire. Speed over camoflauge, terrain will also dictate your equipment, limit tangle gear (remote hoses, excess gear, GHILLIE SUITS, etc) you cannot afford to get hung up while you are moving back, you got to get out of sight as fast as posible, making a small a trail as possible and not disturbing the surrounding foliage.
POSITIONS: The selection of positions is the second most important skill. The position you pick must be "concealed" from your target area, a quick easy masked egress route to your fall back position, and with good fields of fire. I prefere a masked position with a prominant terrain feature between myself and the target area. I use large trees with good ground foliage surrounding it, and if possible a depression to limit my exposure and to give me a covered egress route. In more open terrain I pick the best concealed position and give false paths and misdirection when I displace. After I engage I displace and then take tangents to their movement route to my PREPLANNED fall back position and re-engage at a direction the enemy will not expect. Again picking a concealed position and engaging at the maximum range posible, and repeating. You must get them in the "attitude" to make mistakes as you lead them back to your main unit. You are not responsible for producing casualities, you are responsible for getting them off their plan and fitting into your teams plan.
(I took this from another source.) | |
| | | Zephyr Cadet 1st Year
Number of posts : 44 Age : 37 Forum XP points : 6140 Registration date : 2007-07-16
| Subject: Re: Priciples of Airsoft Combat Wed Aug 22, 2007 7:31 pm | |
| Defense:
Ah, yes, generally the most boring part for most people, for often the enemy will never come. However, when they do, a poorly organized and unaware force is easily overtaken and a valuable objective is lost. When setting up a defensive position keep several things in mind:
1. Your first line should never be your last line. When defending an area, there are generally several areas in which to take cover. Maybe some trees up front, with foxholes further in, or whatever the case is. Now it may be tempting to start your defense at the fox holes, but this is a poor idea. Start behind the trees. They do not offer as much cover but if you have to, you can fall back to the fox holes. Starting out at the fox holes or other central defense means the OpFor has a smaller area to gain control of.
2. 360 Coverage. Pretty much obvious. I feel no example is needed. An open flank is a front waiting to be opened. Ensure you have guns keeping watch all around, no matter how dull things are getting.
3.Defensive Ambushes When engaged in a siege, the assaulting team is rarely aware of their rear flank. A small unit in concealment on the exterior of your perimeter can be helpful. A quick reaction force that can flank an enemy when they begin the assault. Pinning them from the front and rear, breaking offensive capability.
4. Know when to fire If your prone behind a tree watching an area, do not fire the moment an enemy is spotted, instead, wait for him and others to draw closer so a burst can take out several attackers.
5. Use of SAWs. SAWs are excellent for both defense and offense. In defense, never cluster them. Try and put one at each cardinal direction. If you don't have that many, keep them ready to redeploy to wherever an assault is. But never cluster them so in the event a position is over run, not all your ROF is lost.
6. Hold at all costs. Never give up. If you're the last man, make the place as hard to take as possible. Making it seem like there are others. The objective isn't lost until your whole team is dead.
Offense
Advance, advance, advance. Oftentimes an offense is a cluster of people spraying a location from far away. These become long and drawn out, with no clear victor in the end, unless the assaulting team moves to take some ground.
The 3-5 second rush. A military tactic that involves rushing from one point of cover to another in a time so short the enemy cannot draw a bead on you. Highly effective for advancing.
2. Using the enemies cover Using the defense positions the enemy neglected to use.
3. Flanks New players and even the salty guys tend to ignore one of their flanks from time to time. An unguarded flank is the worst enemy to any defense. Even one player can use an unguarded flank to deadly effect. So find a flank, and keep the enemy thinking your assault is coming from elsewhere.
4. Assault Formation When assaulting, try to do so in a line. It covers a larger area, and is effective for advancing forward. | |
| | | Tupa Advisor
Number of posts : 1976 Age : 62 Forum XP points : 7697 Registration date : 2007-07-11
| Subject: Re: Priciples of Airsoft Combat Thu Aug 23, 2007 10:56 pm | |
| mam Zephyr, try natin gawin ito during our week end games. make sure to remember what you have posted here. il assign you to be one of the squad leaders | |
| | | bodyguard Sergeant
Number of posts : 615 Forum XP points : 6322 Registration date : 2007-08-22
| Subject: Re: Priciples of Airsoft Combat Fri Aug 24, 2007 7:33 pm | |
| Gud pm sir dods, bumalik ako kanina sa bagong game site kasi gusto daw akong kausapin ng farm manager nila. ano masasabi mo sa site | |
| | | Zephyr Cadet 1st Year
Number of posts : 44 Age : 37 Forum XP points : 6140 Registration date : 2007-07-16
| Subject: Re: Priciples of Airsoft Combat Fri Aug 24, 2007 9:42 pm | |
| - Tupa wrote:
- mam Zephyr, try natin gawin ito during our week end games. make sure to remember what you have posted here. il assign you to be one of the squad leaders
Sir, baka 3 weeks pa bago po aki makakalaro...kasi po community immersion ko po next week sa Kabayan, Benguet..one week po ako dun. tapos po case presentation namin po sa school tsaka po passing at defense ng research proposal po...wahhh!! hindi po ako puwedeng maglaro.. When I do have time enough to play na po, I don't think people will readily follow me po because of my age, gender, and uhmmmm..status as a newbie..Puro info lang po kasi alam ko po, pag actual na baka mali mali na...baka ma-awestruck din ako sa mga vets na..ehehe...pero maganda po kung masusunod po mga ito. | |
| | | broabdul Airsofter
Number of posts : 7 Age : 48 Location : cebu city, philippines Job : businessman Forum XP points : 5550 Registration date : 2009-02-25
| Subject: Re: Priciples of Airsoft Combat Wed Mar 11, 2009 7:38 am | |
| practice the close quarter battle tactics. its challenging... | |
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