03-09-2009, 07:53 PM
Here are two more drills from may own personal archive(my head).
This is drills used bay real world units and not my own creations.
They only work if all squad members is human and know them. Its recommended that all team members is able to use voice commands(TS) as drills like âzipâ requires a high level of coordination. I recommend this drills to be used in player v player fore greater effect. The Ai isnât as easy frightened as your human opposition.
Some of you out there might know these drills but have a different name on them, Well that isnât to strange as I donât know the official NATO name on this two drills. The âZipâ is a direct translation from the Swedish word fore the drill âZip=blixtlÃ¥sâ(blixtlas) and the âRelayâ is description on what you are doing. If any one knows the correct name fore the drills I be very happy to know.
Further more I might have forget something in the execution of the drills or you might have more positives or negatives to ad to the list.
The Rifle squad organisation suggestion on the bottom is only my own small contribution base on real world unit organisation.
Please enjoy reading and donât be afraid to comment this or come with suggestions of more drills and tactics. You newer know when you, me or any one else on this forum might need them to out smart other players.
âZipâ
The âZipâ is a break contact drill to use when the Squad wants to disengage.
The basics of âZipâ
First you need to have your unit in a line formation(if enemy engages from side when in column turn formation towards enemy (left/Right) and form line)
When the unit is facing the enemy in line formation, the unit leader(Team, Squad) orders Squad Zip Left or Zip Right(unit should move in the direction thatâs offering the most concealment and best chance to disengage)
The soldier on the flank(left/right) makes an outward facing turn(to avoid hitting friendly if accidently firing) and runs behind the line formation in top speed.(towards the ordered direction) when passing number two(on his flank) he says his own number(so number two knows he is now next(in reel world tapping his shoulder if no Group-com is available)).
When he arrives at the opposite flank ha takes up position in the firing line and open fire.
Number two should begin to repeat the move when number one says his number(and pass behind)
The move is repeated down the firing line until contact is broken and/or the unit leader decides the unit has disengage.
On the positive side
This drill is god when its possible to disengage bay moving to cover left or right.
When done the right way it makes the unit able to disengage fast but still able to concentrate fire on the enemy.
And the psychological effect on the opposition seeing a well drilled unit breaking contact this way should halt or delay any attempts to follow.
On the negative side
If used when its not possible to break contact an disengage bay moving left or right.(example if you moves closer to an enemy strong point.
Also avoid using tactic if enemy force has a vastly superior front line(sooner or later the enemy will start hitting you)
Donât work well in larger formations Platoon and above(18+)
âRelayâ (short or long)
The Relay is an advance/fall back drill to use under fire or when the danger of being fire upon is great.
The only difference between the short and the long is the distance the soldiers run.
The only difference between the advance and the fall back is in one you move towards the enemy and in the other you moves away from the enemy.
The basics of âRelayâ
First you need to have your unit in a line formation(if enemy engages from side when in column turn formation towards enemy (left/Right) and form line)
A-Team is on the left and B-Team on the right of the line then the squad leader orders Squad Short Forward 10. The A-Team then sprints forward 5meters(yes 5meters) and B-Team is support and makes use of suppressing fire if needed.
When A-Team stop and begin support, B-Team sprints 10meters and then stops an begin support. Now A-Team sprints 10meters and stop and begin support.
The process is repeated until Squad leaders calls an Halt or other command.
If âRelayâ is used to move away from enemy command is instead Squad Relay Backwards 10
Short âRelayâ 15 meters or less
Long âRelayâ 15 meters or more
As a rule you should avoid long âRelayâ and use short âRelayâ To get your unit out of harms way/ or to speedy assault enemy positions and push the enemy out. The main reason to use short in real life is that you get tired of running. In game, well nobody wants to run unable to return fire.
On the positive side
Your unit is able to move towards or away from enemy units and is returning fire.
Its possible to cross open ground and assault or fallback from enemy.
Use full if you need to cross open areas even when un-engage(enemy might have an ambush waiting fore you)Â
Two squads might use it together.
This drill might be used of a platoon.
On the negative Side
Your unit might be right were the enemy wants it to be. And your entire unit is killed before you even know they were there as you advanced straight on to them over an open field.
Suggestions on Rifle squad organisation and equipments
Because of the diversity of tasks a rifle squad might be faced with it should be able to defend itself and hold ground. Capable of suppressing enemy units or destroy them, and to capture ground. To complete this tasks a squad will need a number of different weapon systems both squad and personal.
But first the organisation of a rifle squad, this may differ fore different countries. May personal belief is that a 6 to 10man squad is the best. A balance between mobility and firepower. If a squad have a specific purpose the balance may shift and more or less might be needed(a MG squad probably needs 6-7 man).
A squad always needs a leader and the leader needs an assistant(Usually NCOs). These two commands the fire teams(usually two, but if a squad is 12man squad it might be wise to ad a third NCO to allow the Squad leader the task of management).
Two light/squad MGs(M249Saw or PK/RPK) should be apart of all squads.
Its expected that a squad will need to hit a modern Main Battle Tank (MBT) with 3 AT4 (M136) to successfully destroy it. So I strongly recommend at least 3 to 4 AT shoots to be carried of a squad. Alternatives is to have the Javelin missile system, Carl Gustav System or RPGs.
Regular squad members should be armed with assault rifles(6-10mags) and grenades(2-4), if possible make use of the M203 grenade attachment(or similar system)
Cheers Grip
This is drills used bay real world units and not my own creations.
They only work if all squad members is human and know them. Its recommended that all team members is able to use voice commands(TS) as drills like âzipâ requires a high level of coordination. I recommend this drills to be used in player v player fore greater effect. The Ai isnât as easy frightened as your human opposition.
Some of you out there might know these drills but have a different name on them, Well that isnât to strange as I donât know the official NATO name on this two drills. The âZipâ is a direct translation from the Swedish word fore the drill âZip=blixtlÃ¥sâ(blixtlas) and the âRelayâ is description on what you are doing. If any one knows the correct name fore the drills I be very happy to know.
Further more I might have forget something in the execution of the drills or you might have more positives or negatives to ad to the list.
The Rifle squad organisation suggestion on the bottom is only my own small contribution base on real world unit organisation.
Please enjoy reading and donât be afraid to comment this or come with suggestions of more drills and tactics. You newer know when you, me or any one else on this forum might need them to out smart other players.
âZipâ
The âZipâ is a break contact drill to use when the Squad wants to disengage.
The basics of âZipâ
First you need to have your unit in a line formation(if enemy engages from side when in column turn formation towards enemy (left/Right) and form line)
When the unit is facing the enemy in line formation, the unit leader(Team, Squad) orders Squad Zip Left or Zip Right(unit should move in the direction thatâs offering the most concealment and best chance to disengage)
The soldier on the flank(left/right) makes an outward facing turn(to avoid hitting friendly if accidently firing) and runs behind the line formation in top speed.(towards the ordered direction) when passing number two(on his flank) he says his own number(so number two knows he is now next(in reel world tapping his shoulder if no Group-com is available)).
When he arrives at the opposite flank ha takes up position in the firing line and open fire.
Number two should begin to repeat the move when number one says his number(and pass behind)
The move is repeated down the firing line until contact is broken and/or the unit leader decides the unit has disengage.
On the positive side
This drill is god when its possible to disengage bay moving to cover left or right.
When done the right way it makes the unit able to disengage fast but still able to concentrate fire on the enemy.
And the psychological effect on the opposition seeing a well drilled unit breaking contact this way should halt or delay any attempts to follow.
On the negative side
If used when its not possible to break contact an disengage bay moving left or right.(example if you moves closer to an enemy strong point.
Also avoid using tactic if enemy force has a vastly superior front line(sooner or later the enemy will start hitting you)
Donât work well in larger formations Platoon and above(18+)
âRelayâ (short or long)
The Relay is an advance/fall back drill to use under fire or when the danger of being fire upon is great.
The only difference between the short and the long is the distance the soldiers run.
The only difference between the advance and the fall back is in one you move towards the enemy and in the other you moves away from the enemy.
The basics of âRelayâ
First you need to have your unit in a line formation(if enemy engages from side when in column turn formation towards enemy (left/Right) and form line)
A-Team is on the left and B-Team on the right of the line then the squad leader orders Squad Short Forward 10. The A-Team then sprints forward 5meters(yes 5meters) and B-Team is support and makes use of suppressing fire if needed.
When A-Team stop and begin support, B-Team sprints 10meters and then stops an begin support. Now A-Team sprints 10meters and stop and begin support.
The process is repeated until Squad leaders calls an Halt or other command.
If âRelayâ is used to move away from enemy command is instead Squad Relay Backwards 10
Short âRelayâ 15 meters or less
Long âRelayâ 15 meters or more
As a rule you should avoid long âRelayâ and use short âRelayâ To get your unit out of harms way/ or to speedy assault enemy positions and push the enemy out. The main reason to use short in real life is that you get tired of running. In game, well nobody wants to run unable to return fire.
On the positive side
Your unit is able to move towards or away from enemy units and is returning fire.
Its possible to cross open ground and assault or fallback from enemy.
Use full if you need to cross open areas even when un-engage(enemy might have an ambush waiting fore you)Â
Two squads might use it together.
This drill might be used of a platoon.
On the negative Side
Your unit might be right were the enemy wants it to be. And your entire unit is killed before you even know they were there as you advanced straight on to them over an open field.
Suggestions on Rifle squad organisation and equipments
Because of the diversity of tasks a rifle squad might be faced with it should be able to defend itself and hold ground. Capable of suppressing enemy units or destroy them, and to capture ground. To complete this tasks a squad will need a number of different weapon systems both squad and personal.
But first the organisation of a rifle squad, this may differ fore different countries. May personal belief is that a 6 to 10man squad is the best. A balance between mobility and firepower. If a squad have a specific purpose the balance may shift and more or less might be needed(a MG squad probably needs 6-7 man).
A squad always needs a leader and the leader needs an assistant(Usually NCOs). These two commands the fire teams(usually two, but if a squad is 12man squad it might be wise to ad a third NCO to allow the Squad leader the task of management).
Two light/squad MGs(M249Saw or PK/RPK) should be apart of all squads.
Its expected that a squad will need to hit a modern Main Battle Tank (MBT) with 3 AT4 (M136) to successfully destroy it. So I strongly recommend at least 3 to 4 AT shoots to be carried of a squad. Alternatives is to have the Javelin missile system, Carl Gustav System or RPGs.
Regular squad members should be armed with assault rifles(6-10mags) and grenades(2-4), if possible make use of the M203 grenade attachment(or similar system)
Cheers Grip
âIf you sweat you diesâ Lieutenant XXX