Section Operations

Section Action-on SOPs

ActionProcedure
SHORT HALT (1–5 mins)Close up in ARD and think flank and rear protection.
LONG HALT (5 mins+)Break track, conduct snap ambush, move into cover, then ARD covering route in and en threat.
Lying-Up Point (25+ mins)As above with claymores on sentry positions and possibly digging in (after 15 mins).
Rendezvous Point (RV)As for short halt. ("RV #" called)
Emergency Rendezvous Point (ERV)Pre-recce'd safe areas for patrols to move to, if split or contacted. Usually last RV.
Short Stop (SS)As for long halt. Command moves forward to recce FRV. SS must be able to support FRV in case of contact at FRV.
Final Rendezvous Point (FRV)The last "safe point" before the Objective.
OBSTACLECrossed using "Open gate", "Caterpillar", or "Water" drills.
EN PRE-SEENRemain in cover, give Sighting Report.
EN CONTACTFire, move out of kill area, head check, change mags, move to Emergency Rendezvous Point. Assess and move on.
MINEFIELDControlled withdrawal on route in, record grid coords and "Box" around it.
MINESTRIKEControlled casevac, be prepared to move quickly and fight. Withdrawal risk assessment is key.

Section Formations

General Points

  • Formations are an essential part of MilSim gameplay. Knowing the formations is critical
  • The aim of formations is to:
    • MINIMISE the Sections exposure to enemy fire, IEDs and explosives
    • MAXIMISE the effectiveness of the Sections firepower, through orientation and clear Orders
    • AID the control of Section Movement
  • During daylight, general spacing between individuals is 10 metres. This can change due to terrain or tactics
  • If the call "Tight" is made, it means close up the formation
  • If the call "Heavy Right" or "Heavy Left" is made this refers to the MG, moving to that side
  • When stopping, take a knee and conduct your 'Five and Twenties'. This means observing in a circle for 5 metres around you, then out to 20 metres. You're looking for anything out of place, especially in an IED environment
  • Formations are rough, not exact as nothing in nature is exact
  • Use the ShackTac UI to keep your distances and monitor those on your right and left

Formations

Herringbone

The Herringbone formation is used when moving in a column, such as on a road or path. It allows for quick reaction to enemy contact from the front or sides.

  • A very "tight" formation with 360 degree cover
  • Front man faces forward then Right / Left until last man faces rear
  • Used as follows:
    • When in base to get Section in a tight group for Orders / Briefings
    • Prior to mounting vehicles
    • Re-org in dense vegetation
    • At night or in close tropical climates
  • If someone leaves the formation, personnel reorganise to cover arcs
  • As a general point, your generic arc is 45 degrees left and right from your centre line

File or Single File

  • Used:
    • When contact is unlikely and/or speed is essential
    • For a known enemy IED / mine threat
    • In friendly areas
  • Provides excellent flank protection
  • Ensure alternate arcs of fire are covered by all
  • Do not become 'tunnel visioned' to the front, watch your respective arc
  • A good springboard to other formations

NATO 'T'

  • Used:
    • In FIWAF and jungle / tropical environments
    • Becoming more popular for generic advance to contact
    • DELTA Fire Team form the baseline and CHARLIE Fire Team the 'tail'
    • The CHARLIE Fire Team are the manoeuvre assault element
    • The 'tail' can 'tac' right or left depending on the tactical situation

Staggered Arrowhead

  • Uses:
    • Advance to contact
    • Clearing open ground
    • Provides 360 degree cover
    • Can quickly become an Extended Line for assaults
    • Generally one fire team is left the other right
    • When fired on from a flank, discipline is required to maintain arcs of fire and not all turn to where the fire came from, as this opens the opposite flank for attack. Sect Comds decide if additional fire is needed

Extended Line/Base Line/Battle Line

  • Used:
    • In advance to contact. When a known threat is to the front. When conducting an assault
    • Excellent clear fields of fire to the front and rear
    • Small flank profile but also poor flank protection
    • The Section MG is placed on a flank to act as a pivot point for manoeuvre to a flank

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All Round Defense (ARD)

  • Used:
    • For medium time halts
    • When the direction of contact is unknown
    • When there is a requirement to hold ground for an HLS or supply drop
    • For the Re-org after an assault - 50m past the enemy position
    • Gunner should be positioned to face the known threat. The Sect Comd and 2IC (or Medic) are central
    • Everyone should be on their belt buckles covering their arc
    • Spacing is important, a medium size single rotor aircraft should be able to land in the centre. This also minimises the grenade and mortar threat
    • At night spacing is closer
    • The ARD is not effective if under constant attack

Diamond

  • Uses:
    • At night or in thick foliage, forests or jungle and tropical areas
    • For HVT / HVI extraction
    • This formation is rarely used in operations
    • The diamond provides some protection to the 'principal' in the centre

Staggered File

  • Uses:
    • Along roads, wide tracks, hedgerows, rivers and OBUA environments
    • The Section splits into two single files for ease of command and control
    • Emphasis on covering the flanks
    • In open ground, arcs of fire are outward
    • In an OBUA environment the arcs of fire are inward

Infantry Patrolling

Patrolling is probably the most important operation in war so far as the infantry is concerned.

Aims of Patrolling

There are three aims of patrolling:

I. To obtain up-to-date and accurate information as a result of which a commander can plan an operation.

II. To dominate the ground between a commander’s own unit and that of the enemy, thus making it easier and safer for his own patrols to gather information and more difficult for the enemy patrols to achieve similar results.

III. To destroy and disrupt enemy forces, particularly those which may try to infiltrate the commander’s own positions or between neighboring positions.

Types of Patrols

All patrols have the task of providing information. They must also be prepared to fight, either to gain information required or to protect themselves if necessary. There are three main types of dismounted patrols:

  • Reconnaissance patrols
  • Standing patrols
  • Fighting patrols

I. Reconnaissance Patrols

These are patrols of a minimum strength for the task, usually one SL/2IC and three infantrymen, which gain information by observation and operate generally by stealth. They avoid combat except for self-protection or to take advantage of an unusual opportunity.

The roles in which reconnaissance patrols may be employed include:

  1. Collecting topographical information on features, tracks and the state of the ground.
  2. Obtaining details of enemy minefields and the extent of enemy positions.
  3. Locating enemy machine guns and defensive fire (DF) areas, where fire is immediately directed on call in case of emergency.
  4. Investigating noises made by the enemy, their habits and patrol routes.
  5. Checking our wire and/or minefields at first or last light.
  6. Acting as listening posts to give early warning of enemy approach and with the ability to call down fire.

II. Standing Patrols

These are patrols of a minimum strength of one SL/2IC and three infantrymen which gain information of enemy movement and prevent or disrupt enemy infiltration. They move into position as quietly as possible and try to remain concealed and gain their information until they are required to withdraw or, if discovered, fight their way out.

Their main tasks are to:

  1. Watch and listen on likely enemy approaches.
  2. Watch over dead ground in front of and between friendly localities.
  3. Watch over minefields and obstacles.

For these tasks they should have good communications so that they can inform their command.

Fighting Patrols

These are patrols organized with sufficient strength and armament (usually a minimum of two SL/2IC and five infantrymen) to accept combat in order to fulfill their role, e.g.

  1. Denying enemy patrols freedom of action in No Man’s land.
  2. Driving in enemy protective patrols.
  3. Interfering with enemy working parties.
  4. Distracting enemy attention from other activities.
  5. Carrying out raids.
  6. Capturing prisoners for identification purposes.
  7. Tank hunting.
  8. Laying ambushes.
  9. Protecting reconnaissance and working parties of other arms.
  10. Escorting stretcher parties.