Friday, December 7, 2007

MURPHY’S LAWS OF COMBAT


While seriousness and focus are always needed during training or in crucial tactical paintball games or in airsoft battles, one also needs to lighten up and laugh it up once in awhile. A little levity can provide balance for the team, keeping them poised on a knife’s edge without dulling the blade, so to speak. And so, for those with a military mindset, here are 142 true, yet funny pointers that can be found in the internet. Called Murphy’s Laws of Combat, these are statements that will always ring true to any fighting man and yet still be as funny as hell.

Cartoon courtesy of www.thisisrumorcontrol.org

MURPHY’S LAWS OF COMBAT

1. Friendly fire - isn't.

2. Recoilless rifles - aren't.

3. Suppressive fires - won't.

4. You are not Superman; Marines and fighter pilots take note.

5. A sucking chest wound is Nature's way of telling you to slow down.

6. If it's stupid but it works, it isn't stupid.

7. Try to look unimportant; the enemy may be low on ammo and not want to waste a bullet on you.

8. If at first you don't succeed, call in an air strike.

9. If you are forward of your position, your artillery will fall short.

10. Never share a foxhole with anyone braver than yourself.

11. Never go to bed with anyone crazier than yourself.

12. Never forget that your weapon was made by the lowest bidder.

13. If your attack is going really well, it's an ambush.

14. The enemy diversion you're ignoring is their main attack.

15. The enemy invariably attacks on two occasions:

o When they're ready.

o When you're not.

16. No OPLAN ever survives initial contact.

17. There is no such thing as a perfect plan.

18. Five second fuses always burn three seconds.

19. There is no such thing as an atheist in a foxhole.

20. A retreating enemy is probably just falling back and regrouping.

21. The important things are always simple; the simple are always hard.

22. The easy way is always mined.

23. Teamwork is essential; it gives the enemy other people to shoot at.

24. Don't look conspicuous; it draws fire. For this reason, it is not at all uncommon for aircraft carriers to be known as bomb magnets.

25. Never draw fire; it irritates everyone around you.

26. If you are short of everything but the enemy, you are in the combat zone.

27. When you have secured the area, make sure the enemy knows it too.

28. Incoming fire has the right of way.

29. No combat ready unit has ever passed inspection.

30. No inspection ready unit has ever passed combat.

31. If the enemy is within range, so are you.

32. The only thing more accurate than incoming enemy fire is incoming friendly fire.

33. Things which must be shipped together as a set, aren't.

34. Things that must work together, can't be carried to the field that way.

35. Radios will fail as soon as you need fire support.

36. Radar tends to fail at night and in bad weather, and especially during both).

37. Anything you do can get you killed, including nothing.

38. Make it too tough for the enemy to get in, and you won't be able to get out.

39. Tracers work both ways.

40. If you take more than your fair share of objectives, you will get more than your fair share of objectives to take.

41. When both sides are convinced they're about to lose, they're both right.

42. Professional soldiers are predictable; the world is full of dangerous amateurs.

43. Military Intelligence is a contradiction.

44. Fortify your front; you'll get your rear shot up.

45. Weather ain't neutral.

46. If you can't remember, the Claymore is pointed towards you.

47. Air defense motto: shoot 'em down; sort 'em out on the ground.

48. 'Flies high, it dies; low and slow, it'll go'.

49. The Cavalry doesn't always come to the rescue.

50. Napalm is an area support weapon.

51. Mines are equal opportunity weapons.

52. B-52s are the ultimate close support weapon.

53. Sniper's motto: reach out and touch someone.

54. Killing for peace is like screwing for virginity.

55. The one item you need is always in short supply.

56. Interchangeable parts aren't.

57. It's not the one with your name on it; it's the one addressed "to whom it may concern" you've got to think about.

58. When in doubt, empty your magazine.

59. The side with the simplest uniforms wins.

60. Combat will occur on the ground between two adjoining maps.

61. If the Platoon Sergeant can see you, so can the enemy.

62. Never stand when you can sit, never sit when you can lie down, never stay awake when you can sleep.

63. The most dangerous thing in the world is a Second Lieutenant with a map and a compass.

64. Exceptions prove the rule, and destroy the battle plan.

65. Everything always works in your HQ, everything always fails in the Colonel's HQ.

66. The enemy never watches until you make a mistake.

67. One enemy soldier is never enough, but two is entirely too many.

68. A clean (and dry) set of BDU's is a magnet for mud and rain.

69. The worse the weather, the more you are required to be out in it.

70. Whenever you have plenty of ammo, you never miss. Whenever you are low on ammo, you can't hit the broad side of a barn.

71. The more a weapon costs, the farther you will have to send it away to be repaired.

72. The complexity of a weapon is inversely proportional to the IQ of the weapon's operator.

73. Field experience is something you don't get until just after you need it.

74. No matter which way you have to march, its always uphill.

75. If enough data is collected, a board of inquiry can prove anything.

76. For every action, there is an equal and opposite criticism. (in boot camp)

77. Air strikes always overshoot the target, artillery always falls short.

78. When reviewing the radio frequencies that you just wrote down, the most important ones are always illegible.

79. Those who hesitate under fire usually do not end up KIA or WIA.

80. The tough part about being an officer is that the troops don't know what they want, but they know for certain what they don't want.

81. To steal information from a person is called plagiarism. To steal information from the enemy is called gathering intelligence.

82. The weapon that usually jams when you need it the most is the M60.

83. The perfect officer for the job will transfer in the day after that billet is filled by someone else.

84. When you have sufficient supplies & ammo, the enemy takes 2 weeks to attack. When you are low on supplies & ammo the enemy decides to attack that night.

85. The newest and least experienced soldier will usually win the Medal of Honor.

86. A Purple Heart just proves that were you smart enough to think of a plan, stupid enough to try it, and lucky enough to survive.

87. Murphy was a grunt.

88. Beer Math --> 2 beers times 37 men equals 49 cases.

89. Body count Math --> 3 guerrillas plus 1 probable plus 2 pigs equals 37 enemies killed in action.

90. The bursting radius of a hand grenade is always one foot greater than your jumping range.

91. All-weather close air support doesn't work in bad weather.

92. The combat worth of a unit is inversely proportional to the smartness of its outfit and appearance.

93. The crucial round is a dud.

94. Every command which can be misunderstood, will be.

95. There is no such place as a convenient foxhole.

96. Don't ever be the first, don't ever be the last and don't ever volunteer to do anything.

97. If your positions are firmly set and you are prepared to take the enemy assault on, he will bypass you.

98. If your ambush is properly set, the enemy won't walk into it.

99. If your flank march is going well, the enemy expects you to outflank him.

100. Density of fire increases proportionally to the curiousness of the target.

101. Odd objects attract fire - never lurk behind one.

102. The more stupid the leader is, the more important missions he is ordered to carry out.

103. The self-importance of a superior is inversely proportional to his position in the hierarchy (as is his deviousness and mischievousness).

104. There is always a way, and it usually doesn't work.

105. Success occurs when no one is looking, failure occurs when the General is watching.

106. The enemy never monitors your radio frequency until you broadcast on an unsecured channel.

107. Whenever you drop your equipment in a fire-fight, your ammo and grenades always fall the farthest away, and your canteen always lands at your feet.

108. As soon as you are served hot chow in the field, it rains.

109. Never tell the Platoon Sergeant you have nothing to do.

110. The seriousness of a wound (in a fire-fight) is inversely proportional to the distance to any form of cover.

111. Walking point = sniper bait.

112. Your bivouac for the night is the spot where you got tired of marching that day.

113. If only one solution can be found for a field problem, then it is usually a stupid solution.

114. Radios function perfectly until you need fire support.

115. What gets you promoted from one rank gets you killed in the next rank.

116. Odd objects attract fire. You are odd.

117. Your mortar barrage will put exactly one round on the intended target. That round will be a dud.

118. Mine fields are not neutral.

119. The weight of your equipment is proportional to the time you have been carrying it.

120. Things that must be together to work can never be shipped together.

121. If you need an officer in a hurry take a nap.

122. The effective killing radius is greater than the average soldier can throw it.

123. Professionals are predictable, its the amateurs that are dangerous.

124. No matter which way you have to march, its always uphill.

125. The worse the weather, the more you are required to be out in it.

126. The quartermaster has only two sizes, too large and too small. (or "on order")

127. The only time suppressive fire works is when it is used on abandoned positions.

128. When a front line soldier overhears two General Staff officers conferring,
he has fallen back too far.

129. Don't ever be the first, don't ever be the last, and don't ever volunteer to do anything.

130. If at first you don't succeed, then bomb disposal probably isn't for you.

131. Any ship can be a minesweeper . . . . once.

132. Whenever you lose contact with the enemy, look behind you.

133. If you find yourself in front of your platoon they know something you don't.

134. The seriousness of a wound (in a firefight) is inversely proportional to the distance to any form of cover.

135. The more stupid the leader is, the more important missions he is ordered to carry out.

136. When the pin is pulled, Mr. Grenade is not your friend.

137. When the enemy is closing, the artillery will always be too long

138. Smart bombs have bad days too.

139. Uncrating and assembly instructions are always inside the crate.

140. If you have a personality conflict with your superior: he has the personality, you have the conflict.

141. If you enter the CO's Presence with an idea, you will leave his Presence with the CO's idea.

142. All or any of the Murphys Laws above combined.

Fire and Maneuver


In real life, airsoft and tactical paintball games, the ability to scoot and shoot is a prized skill that separates the survivors from the casualties. A team that is able to maneuver on the fly while keeping the opposing team down with suppressive will more often than not outflank the enemy and cut them down. Although the urge to hunker down and stay put often seems more preferable than charging towards the enemy, the one hiding in the hole will always be at the disadvantage because the other team will have the initiative. And pretty soon, the ones who are hiding will find their teammates slowly being decimated until there is no one left. In the following article from Wikipedia, the basics of Fire and Maneuver is outlined perfectly, and shows the reader why this is one of the most effective tactics to date.

From Wikipedia, the free encyclopedia

Fire and movement is the basic military tactic used by small unit commanders on the modern battlefield. It uses the power of suppressive fire, or threat thereof, to decrease the enemy's ability to return fire, its organization and unit cohesion, its intelligence through suppression, and morale. The "Movement" part of the action, consists of a separate organizational unit moving forward in greater safety afforded by the suppressive fire laid down on the enemy.

Overview

Fire and movement works on the basis of a section of, or entire military unit suppressing the enemy with an appropriate level of fire, while at the same time, another section of, or entire military unit advancing. This will take the form of two units of whatever size appropriate, be it two soldiers or larger. Enemy suppression can also be achieved with direct and/or indirect fire from combat support units. Artillery, mortars and armor are a few examples of combat support units often used in fire and movement tactics.

In the United States Military, a basic fire and movement tactic is called overwatch. There also exists several variations of overwatch, generally adding further description to more accurately describe the specific maneuver.

A unit fires upon an enemy to distract or suppress them allowing another unit to assault, flank or encircle the enemy. The enemy will be pinned down and can not react, and will be forced to take cover until the flanking unit engages them.

Suppression
Heavy and continuous fire keeps an opponent suppressed and therefore limits the overall firepower of a unit (if a platoon has 30 soldiers, but only 15 are shooting back because the other 15 are being suppressed, that unit's firepower has been reduced by 50%). The fire cuts down on an enemy's intelligence in that they are not able to assess the situation clearly.

Advance

While a base of fire is set up, the second unit will advance to cover in front, in the process setting up a new base of fire at this point.

After a new base of fire has been set up the first unit will advance, under cover of the new fire base, to a new position and set up another base of fire.

Assault

This is repeated until the units have closed upon the enemy position. At this point a unit will close in on the enemy and destroy them. Often throwing grenades, close-quarters combat techniques, and hand-to-hand combat.

Thursday, December 6, 2007

The Value of Overwatch (Sniper Lookout)


In airsoft or tactical paintball games, the position of sniper lookout or overwatch is sometimes the least desired position in a team. By its very definition, a person assigned as overwatch is rarely allowed to engage prematurely and most of the time has to operate separate from the team. Such situation leaves the sniper lookout often in a vulnerable position, where he faces most of the guns of the opposing team if he is detected. As such, most players shun the sniper lookout for the run and gun positions preferred by most of the team’s members.

But employed expertly, the sniper lookout can be a true force multiplier for the assaulting team. Because his role is mostly intelligence gathering, the overwatch officer provides the team with a heads up on enemy dispositions and orientation. He can also snipe down exposed enemy officers while the rest are distracted by the assaulting team. And in case of retreat, the overwatch position becomes a vital covering fire zone, slowing down the enemy while the rest of the team escapes.

Training scenarios and real CQB situations depend on the overwatch officer for a higher rate of success in missions. Often times, SWAT ground commanders will place several overwatch positions in buildings adjacent to the location to be assaulted, with the lookout officers relaying real-time data about bad guy activities to the team.

During the actual assault, the overwatch position can be used as a vital source for harassing or covering fire. Fire from the overwatch officers keep the bad guys heads down and keeps them busy while the real assault team begins the final approach for dynamic entry.

Study on ways how your team can deploy an overwatch during your operations. Because in the game, as in real life, the shooter who can see the farthest and has the most intel will be the ones who will survive.

Keeping your RAM in tip-top shape!


In most training scenarios and tactical paintball games, the RAM is the best and most effective replica firearm to date, able to give the shooter the exact feel of a real rifle or pistol without the danger of fatal accidents.

But the effectiveness of the RAM is greatly dependent on how well you maintain it. Negligent use is most often the cause of RAM malfunction in the field. A good shooter is one who knows his gun well and is able to maintain it properly so that it remains in tip-top condition throughout the training dates or real action games.

As such, ATACS has prepared 5 quick tips on how best to maintain your RAM and ensure that you will be able to shoot during your game schedules.

#1 – Never leave your CO2 cylinder turned on overnight.

This is the most important tip that we can give you and we learned it through expensive experience. Leaving the CO2 cylinder in the ON position for more than 5 hours can be very damaging to the O-rings inside your RAM’s Core Unit. The cold temperature of the CO2 gas can make the rubber rings brittle and more susceptible to breakage if you leave the gas on. The result will be erratic, sticky firing or even sudden leaks. Sustained pressure may also damage the plastic valves and other parts within the Core Unit.

In order to prevent this, it is always best to turn off first your CO2 cylinder then discharge the remaining CO2 by firing your RAM until the air runs out. Then disassemble the CO2 cylinder from the RAM so that you won’t accidentally turn it on. Make this an after-game habit and you will save more than just a few dollars in maintenance parts and service.

#2 – Do not tinker with the Core Unit unless you are a trained RAM technician

Although the RAM looks like a real gun, its Core Unit does not, in any way, function like a real gun’s internals. The Core Unit is a sensitive collection of parts that serve to channel pressurized air to achieve the gun’s functionality. Unless you are a trained technician, never attempt to fiddle around or worse break apart your gun’s Core Unit. Doing so may void your warranty, damage your gun or even lose some of the small parts that comprise your RAM.

You can, however, diagnose the problems that you are experiencing with your RAM so that you can communicate it to the technicians at your nearest RAM service center. The Core Unit is divided into four parts, basically the pressure unit, trigger unit, launch unit and the rate of fire. Knowing where the problem may be occurring can help save time in repairing your gun.

If the gun appears to fire erratically or seems to stick for a split second before firing, there could be a leak in the pressure unit.

If the gun fires on its own, even on safe mode that means that there is a damaged part or O-ring in the trigger unit.

If the gun’s fire rate sounds slow, a small adjustment is only needed to be done by the RAM technician. The rate of fire may be adjusted to your preference, but a setting that is too fast might result in jammed shells in the shell ejector port.

In cases when the paintball shells repeatedly jam in the ejector port, then the problem is in the Launch Unit. Ask the RAM technician to see if the spring on the cartridge rod is broken. There are times that the cartridge rod itself may be worn out, making it unable to function properly. Have the necessary parts replaced and your RAM will return to its tip-top shape.

#3 – Regularly check the external O-ring on your refillable CO2 cylinder

A RAM user’s worst nightmare is to go out into the field and suddenly discover that you no longer have any CO2 pressure in your gun. No pressure means you can no longer shoot back, hence you were already a casualty and you didn’t even know it.

The most common culprit for this is a damaged O-ring on the external part of your refillable CO2 cylinder. This O-ring is most susceptible to small tears, cuts and even breaks since it is repeatedly subjected to extreme temperature changes (from charging the cylinder to using it in the field). Always make sure to wipe the O-ring down with some oil or silicon spray and examine it closely for the smallest cuts. Also be conscious of the amount of shots your tank is able to give out. A 60 gram refillable tank can deliver 60-80 strong shots before losing power, a 45 gram tank 50-60 shots, while a 30 gram tank give approximately 30-40 shots. If the rate of shots appears to decline for the type of cylinder that you are using, chances are the O-ring is damaged and you have developed a small leak. Change it immediately to avoid further deterioration of your RAM’s functionality.

#4 – Clean the barrel after every game and before storing your RAM

Some RAM users believe that since their RAM is not a real gun, basic gun maintenance such as cleaning the barrel can be skipped. This is a bad habit to develop. The barrel of the RAM is the one that controls the direction of the paintball as soon as it is ejected from the magazine. Any dirt or paint residue will affect the paintball’s flight or worse, cause it to burst while it is still in the barrel.

To avoid this messy situation, you simply have to use the supplied squeegee, cleaning cloth and oil to clean out the barrel. Pour a few drops of oil on the cloth then insert the squeegee into the ejector port and pull it along until it draws out the dirt and residue out of the muzzle. Don’t do it in reverse, because you will be pulling in the debris into the gun if you do that.

#5 – Always place a few drops of oil or spray silicone into the buttstock CO2 port of your RAM before attaching the CO2 cylinder

One of the best maintenance habits that a RAM user must practice is remembering to place a few drops of oil or spraying silicone into the buttstock CO2 port before placing the CO2 cylinder into the gun. The oil or silicone spray will be pushed into the Core Unit by the CO2 pressure, lubricating the O-rings and internal parts of the gun and allow it to function at optimum condition. This also lessens service time, since the internal parts are preserved and protected by the oil or silicone from regular wear and tear.

Monday, December 3, 2007

Small Unit Tactics

In developing skills that would enhance a team's CQB tactics, one must also rely on established disciplines and proven tactics that can greatly increase proficiency of the group. Moreso in Real Action Marker training scenarios and tactical paintball, these tactics will also help increase survivability while enhancing the effectiveness of the team. The following article written by Squeegie outlines one such tactic, namely the Interdiction Team Tactic. It illustrates the composition of the team, as well as details the roles of each member of the group. Mastering this tactic will allow a small team to function and even be a credible threat to squads double their size.

The Interdiction Team Tactic

The small attack squad is a compact unit that is primarily used to spearhead attacks, or start a battle on a separate front. Sometimes referred to as "Interdiction" teams, these small squads are excellent tools for commanders. The small crew can easily penetrate into areas unseen, cause havoc, and move on to another objective. The interdiction team is no smaller than three members, but may exceed as many as 6 to 12 comprised of three man cells. We will look at what makes up a good interdiction team, the root of the team, and basic Interdiction tactics.

The Root

The root refers to the basic core of the team. Three players, all with a specific duty, but able to perform the duties of the other members. It is very critical that the other members are able to change duties at the drop of a hat. This gives the team more diversity and able to quickly adapt to any problems that may arise. The root team must also be very familiar with one another’s style of play. The players should have been playing together as a team for a very long time, and know what each others strong points are, as well as their weaknesses. This cohesion is critical. It should almost be second nature to know what the other teammates are going to do.

The team is broken down into three duties. Point, Sniper, Suppressor. These are your basic fundamental duties. Each player will use one another as a tool for the collective goal of completing the objective, be it overrunning a bunker or ambushing a squad. Know what your role is and stay focused your job and the objective. Lets take a close look at the roles.

Point

Point works like a typical point man normally works. He is the eyes and ears of the squad. Usually running almost out of the sight of the rest of the quad, he locates the enemy and advises the rest of the squad on what course of action they should take to handle the approaching threat. When the firing starts, the point man acts as either a flank attack or bunker runner. The point man will do a lot of moving to say the least. He needs to be quick on his feet, have a good eye for spotting hidden enemy, and be able to access a situation clearly to allow the other members to understand.

Sniper

Just as the name suggest, the sniper is the stealth end of the squad. He uses his talents as a force multiplier for the squad. Precision shots, stealth flanks, and drop back retreat ambushes all fall under the duties of the Interdiction Sniper. Usually wearing a ghillie, they are also used during the attacks as a means to eliminate the frontal attacking force while other members of the team provide covering fire. Once in place, the sniper can provide the same covering fire to allow other members of the team to advance. The sniper must be able to move quickly but quietly, and deliver accurate shots the first time. This is not the role for a pump gunner though. The sniper must also be able to rattle off the shots to help get out of bad situations, or provide covering fire for other members of the team.

Suppressor

This is the heavy machine gunner of the team. He is the man laying down the wall of paint. He keeps heads behind bunkers and enemy looking for cover. During his rain of terror, he is allowing the other members of the team to push forward under the safety of his bunker of paint. The suppressor needs to be fast on the trigger, carry a lot of paint, and not afraid to shoot no matter what. He is keeping the enemy pinned down, so he must be able to shoot & still keep his cool no matter how close the balls are getting to him.

Interdiction Squad Tactics

All the tactics for the team revolve around the same basic plan. Know this basic plan, and you can pretty much make your way through anything that presents itself.

Basic Plan

The basic plan revolves around simple principles. Point man provides the intel, plan of attack is laid down, suppressor applies pressure, sniper and point take flanks. The job of the suppressor is transferred to other team members to allow one another to move forward. It is simple, but very effective. Lets look at how this basic plan is used to take control of an enemy fort.

Basic Plan - Attacking Fortified Structures

Attacking any fortification should be done with recon first. Your point man should make his way as close as possible to gather intel about the number of enemy occupants, areas of defilade fire, and avenues of escape should things get ugly. Once he has relayed said information, the rest of the team moves in. The set-up is important. All team members must be in place before the attack is executed. Interdiction teams rely on surprise to confuse and rattle the enemies’ nerves. Try to establish the team in as wide of a pattern as possible. The unit should be in a "C" formation. This will help to prevent the team from being flanked. The sniper should be on a far flank, point on the other, with the suppressor located in the middle toward the back with a field of fire that spans the entire group.

The point man and the suppressor should take the first shots. They need to eliminate targets with these first hits. This will cause the enemy to scramble to replace the positions, thus buying you some time. After the first strike, the suppressor lays it on thick. He stays on the trigger to keep everything with half a brain ducking for cover.

Now we bring in the sniper. He uses this chaos to move up and get a closer position, preferably to cover the entry point for the team. The point man should move up as well and take over the job of the suppressor. This allows the suppressor to move forward and continue his blistering volley of gelatin-encapsulated fury. Once the suppressor is back into position, the rest is up to the sniper and point man.

The sniper should have a good bead on the interior of the building by now, so he needs to begin taking out targets of opportunity. With this new angle being compromised, the enemy will now have to contend with fight on two fronts. This will give the point man and the suppressor the chance to rush the structure, since the snipers fire now covers them. With the two attackers moving in, it is pretty mush a free for all.

Once you are inside, cover one another and acquire your targets quickly and accurately. If you are going to be hit, your chances are three times as good that it will happen once you breech the doorway. If you keep your cool, you will persevere. Congrats, you just took and enemy fort with three players.

Saturday, December 1, 2007

Cardinal Rules of Gun Safety

Gun Safety is Everyone's Responsibility!

ATACS Advanced Tactical Training Services was envisioned to be primarily a partner in training for Philippine Law Enforcement, Armed Forces and Private Security Agencies. Although employing non-lethal simulation training rifles and pistols, the mental discipline of gun safety should always be applied.

True, the Real Action Marker is not capable of killing a person. But one can still be blinded unless wearing appropriate protective equipment. Put more importantly, training with the RAM means that you are harnessing skills that you will later use when holding a real firearm. As such, being ignorant of gun safety rules means you are inviting disaster. Showing lack of respect when using RAM will more often translate to lack of respect for your real gun.

Firearms safety transcends mental and physical discipline - it is a way of life for all those who are and who wish to carry arms. Guns and the Real Action Marker are tools; used properly, both are useful and enjoyable tools.

Thus ATACS advocates everyone using the RAM to learn at heart the four Cardinal Rules of Gun Safety. It will prevent you from accidentally hurting yourself or someone else. Remember, there is no such thing as accidental discharge, only criminal negligence.


Rule # 1: All Guns Are Always Loaded


All guns are always loaded. ALWAYS! Unless you have checked it yourself, always assume that the gun is loaded, and that you have verified its condition. Don't rely on the word of anyone else. The gun in your hand is also your responsibility, therefore any incidents that occur with it will make you liable for it.

When picking up a RAM rifle, check first if the safety lever is set on the safe position. But even if it is on "safe" don't point the gun around indiscriminately, because if the trigger unit has a leak, the gun will still fire and hurt someone. Next, check the ejector port to see if a paintball shell is loaded. Quick tip: If you see silver, it's loaded. If you see only black, that means the maglock is engaged and the rifle is empty.

For RAM pistol, there is no safety switch. In order to ensure that it is loaded or not, eject first the magazine. Then pull back the slide to see if a round is chambered. If there is a paintball loaded, locate a safe area, a blank wall or container and point the gun towards it, then discharge the round.

Rule # 2: Never let your muzzle cover anything that you are not willing to kill.


Never let your muzzle cover anything that you are not willing to kill or destroy. You must always be aware of where your gun is pointed. Never let it point at anyone or anything that you don't want to shoot.

The same is true for the RAM as with the real gun, because both shoot projectile that can cause certain levels of injury. Like in rule number one, the safety on the RAM rifle may not fully engage if the trigger unit has a leak. Thus if you point your RAM at anything that you are not intending to shoot, the gun might fire on its own due to the malfunction and you might end up hurting someone.

If your gun is never pointed in an unsafe direction, then no one can be harmed by it, even if you do something stupid. You MUST exercise due care when handling a gun or your RAM. Even if you know the RAM is empty, don't let it point at anyone, unless the instructor has given you the order to begin the force-on-force training session.

Rule # 3: Keep Your Finger Off the Trigger & Out of the Trigger Guard Always.


Simple and effective. Keep your finger off the trigger and out of the trigger guard until your sights are on target, and you have made the conscious decision to shoot. This is especially important when using the RAM in force-on-force training. Indiscriminate firing can lead to unintended injuries to members of your team.

Another reason for this is basically neurological - the primitive brain and man's natural self defense reaction is to tighten up every muscle in the body when startled, including the trigger finger. So if your finger is on the trigger at all times, when the shooting starts, you might end up pulling the trigger by accident. If your finger is out of the trigger guard and along the frame, you will not be in danger of shooting by mistake.

Rule # 4: Be Sure Of Your Target And What's Beyond It.


The hand that holds the gun is responsible for whatever is done by that gun. If you launch a bullet, you are responsible for it, no matter where it lands. When using RAM for training or recreation, you will also be responsible for whatever you hit.

Know your target and what lies beyond it is the essence of force-on-force training with RAM. This is not a movie wherein all the tangos line up for you to shoot down one by one. They shoot back. They can use hostages, usually members of your own team or training class. They might be hiding in an area where your teammates might soon emerge, thereby creating a situation for friendly cross-fire. Worse, there might be bystanders, spectators or even marshals near your line of fire.

As such you must know the capabilities of your RAM, what damage it can do to a person a long or short range. You must also be certain where your shot will go when you fire, what you might hit if your miss your intended target. And although the paintball round will not penetrate, you assume in training that you are using a real gun and thus you must also assume that the ammo will go through the target and hit something else.

Before you fire, look over the intended path carefully. If it's not safe to shoot that way, don't. If you have to shoot, and it's not safe to miss, then you better not miss. Find a way to win. Change the background by moving, or change the angle by kneeling.

REMEMBER training with the RAM means: You train like you fight in order to fight like you train. Be mentally prepared. Respect your Real Action Marker, not as a toy but as an effective training tool that it was envisioned to be.

Close Quarters Battle

From Wikipedia, the free encyclopedia

Close Quarters Battle (CQB) or close quarters combat (CQC) is a type of fighting in which small units engage the enemy with personal weapons at very short range, even to the point of hand-to-hand combat. In the typical CQB scenario, the attackers try a very fast, violent takeover of a vehicle or structure controlled by the defenders, who usually have no easy way to withdraw. Because enemies, hostages/civilians, and fellow operators can be closely intermingled, CQB demands a rapid assault and a precise application of lethal force. The operators need great proficiency with their weapons, but also the ability to make split-second decisions in order to limit friendly casualties.

Criminals sometimes use CQB techniques, such as in an armed robbery or jailbreak, but most of the terminology comes from training used to prepare soldiers, police, and other authorities. Therefore, much CQB material is written from the perspective of the "good guys" who must break into the stronghold where the "bad guys" have barricaded themselves.

Although there is considerable overlap, CQB is not synonymous with urban warfare, now sometimes known by the military acronyms MOUT (military operations on urban terrain),FIBUA (fighting in built-up areas) or OBUA (Operations in Built Up Areas) in the West. Urban warfare is a much larger field, including logistics and the role of crew-served weapons like heavy machine guns, mortars, and mounted grenade launchers, as well as armor and air support. In CQB, the emphasis is on small infantry units using light, compact weapons that one man can carry and use easily in tight spaces, such as submachine guns, shotguns, pistols and even knives.

Principles of assault

Detailed planning

300px-team-approach2.jpgIdeally, the leader of the assault team gathers all available intelligence about the crisis scene, targets, and innocents. He diagrams and discusses the proposed plan, outlining each team’s actions and responsibilities, location, fields of fire, and special tasks (even to the point of a wall-by-wall and door-by-door layout of the objective, where available). Since the assault team usually already has specialized training, the operation is based on well-understood, pre-established standing operating procedure. When considerable preparation time is available, the team sometimes conducts step-by-step walk-through exercises on a mock-up that duplicates the target environment. Some units maintain permanent "shoot houses" or even airliner/ship mock-ups for practicing marksmanship and tactics more realistically.

In a prolonged standoff, the attackers can sometimes bring in specialized equipment for probing the inside of a well-defended area. Sensitive thermal cameras can help locate the occupants, and surveillance personnel can run microphones and fiber-optic cameras through walls, ceilings, and floors. The "throw phones" used to establish contact between authorities and suspects often contain hidden cameras or infrared illuminators for added intelligence-gathering. If hostages escape or can communicate/signal the attackers, they can provide more information from inside.

However, the time and resources to carry out such luxurious preparations are not always there. Not every attacker can field an overwhelming force of specially trained and equipped men with reinforcements standing by. Information about the inside of an enemy-held building or vehicle may not be accessible beyond studying it through binoculars or a rifle scope. While some attackers can go to the lengths of wearing the enemy down by siege or even tunneling under them, others must get the current job done immediately with the force available in order to move on to the next.

Surprise

300px-team-moving-out.jpgThe objective is to complete all offensive action before the party being engaged is able to react. To gain this element of surprise, the entry teams use stealth movement and noise/light discipline to get as close to the targets as possible, hopefully putting themselves in a position to engage an enemy from the moment he becomes aware of them. Some teams use subsonic sniper rifles for their initial shots on sentries or dogs.

An assault should come at a time when least expected, taking into consideration fatigue, normal sleep periods, and other factors that detract from the target's alertness. Diversions are an essential element in achieving surprise. Staged emergencies, such as a mock auto accident, fire, or explosion near the crisis site, can divert the target's attention away from the assaulting elements. Explosive breaching and diversionary devices, such as flash bang, smoke, or gas grenades can be employed to distract and disorient the targets. Negotiators can try to manipulate the defenders into a more vulnerable position or convince them that their position will not be stormed.

Methods of entry

When law enforcement clears a building, they usually work in a slow and deliberate manner using ballistic shields and mirrors for searching. This affords the highest degree of safety and security for the police, as well as any uninvolved bystanders inside the search area, who can be identified and safely removed without subjecting them to the shock and danger of a sudden assault. When suspects are encountered, the police can confront them with an alert, armed force and try to take control without shooting. If the searchers meet heavy resistance, they can usually pull back without harm and prepare for a dynamic entry.

However, against determined, well-armed opponents who fight in concert to defend an area and keep it under their control, slow stop-and-go movement can cause the deaths of many attackers and hostages. That leads to dynamic entry, used in military operations or hostage rescues. It is the popular image of CQB: a flood of gunmen who burst in without warning and attempt to seize the area. Dynamic entry tactics must be rapid and aggressive, ideally a continuous flow using overwhelming force that does not stop until the threat is eliminated.

In the vast majority of hostage rescue and other dynamic CQB operations, it is desirable to use multiple simultaneous attacks from different entry points to overload the target's ability to react effectively. The more entry points the attackers can choose from, the better their chances. The teams actually entering the objective usually have to synchronize with snipers, negotiators, power technicians, perimeter guards, and others who assist from the outside. Medical personnel, investigators, and bomb experts may be prepped to enter the scene as soon as the initial attackers get control.

It is important that a central commander coordinate all armed elements, not only to better complete a sweep of the target area, but especially to guard against friendly fire. Most assault rifle bullets can go straight through an enemy and still exit with enough force to kill again, so letting enemies get between two attackers (or attacker and hostage) can easily lead to fratricide. Pistol rounds and shotgun pellets carry less risk of overpenetration through a human body, but on a miss, they can still blast through several sheets of drywall and kill unseen people on the other side. When large areas must be searched, leaders will assign boundaries between elements and track them by radio to ensure they do not interfere with each other. The goal is to establish overlapping fields of fire, so that multiple shooters can attack at once from different directions without danger of hitting one another.

Speed

Once the assault begins, the team must gain control before the target understands what is happening and can prepare an effective defense or mount a counterattack. The defenders sometimes have a contingency plan that could cause the attack to fail instantly, such as killing hostages, detonating bombs, or destroying evidence. If they can execute an organized plan, such as falling back into a prepared stronghold, or breaking through the perimeter, the possibility of friendly casualties increases. Speed is achieved through well-designed tactics, such as gaining proximity with an undetected approach, the use of multiple entry points, and explosive breaching. Note that the need for speed does not necessarily translate to individual operators choosing to run in these situations.

Violence of action

For the dynamic entry team, gaining and maintaining physical and psychological momentum is essential. They smash down doors, blast holes in walls, come through windows, and drop from helicopters. Vehicle-mounted rams and platforms are used to create unexpected entry points. The sensory onslaught from tear gas, explosive breaching, flashbangs, and gunfire is complemented by the intimidating and aggressive actions of the assault team. Hostiles do sometimes hide among the hostages, so once the shooting has stopped, operators must maintain dominance over anyone still alive.

The defenders try to stop enemies close to the entry points. The "fatal funnel" is the dangerous area where the assaulter is silhouetted against his own entry point from the perspective of defenders inside the room. Once operators begin to enter, the defenders try to keep them from escaping the fatal funnel. The attackers are also vulnerable from the corners closest to the entry point, the first place from which they can be hit from behind as they enter the room. If the first attackers cannot clear the corners and get out of the fatal funnel, allowing those behind to move in and help, the attack can bog down.

Military

Military uses of close quarters battle vary by unit type, branch and mission. Military operations other than war (MOOTW) may involve peacekeeping or riot control. Specialized forces such as the U.S. Coast Guard or U.S. Navy VBSS (Visit, Board, Search, and Seizure) teams may adapt CQB tactics to their specific needs, e.g. for the boarding compliant and non-compliant vessels at sea. Hostage rescue or extraction by commando troops such as the British Special Air Service, Delta Force or U.S. Navy SEALs may involve even more esoteric adaptations or variations, depending on specialized environments, weapons technology, political considerations or a mixture of friendly, unfriendly or civilian personnel.

Armies that often engage in urban warfare operation may train most of their infantry in basic CQB doctrine as it relates to common tasks such as building entry, "clearing a room" and concussion and other grenades.

Police

Domestically, police crisis response teams (CRTs) are the primary groups to engage in CQB. Situations involving the potential for CQB generally involve extraordinary threats outside of conventional police capabilities, and thus CRTs are specifically organized, equipped, and trained to respond to these situations. These situations often require the special tactics and techniques involving building entry and room clearing procedures that are the hallmarks of CQB.

Police CQB doctrine is also specialized by unit type and mission. Riot control, corrections, the FBI Hostage Rescue Team and SWAT teams, for example, each have different goals, but may make use of similar tactics and technology such as non-lethal force. A prison, for example, may have a squad which specializes in high-risk cell extractions, and psychiatric hospitals or wards often have similar specialized teams. Among the "less-than-lethal" tools and tactics central to police CQB are electroshock guns, pepper spray, riot shields and riot guns to fire tear gas, rubber bullets, plastic bullets or beanbag rounds. All so-called "less-than-lethal" weapons can inflict injuries which may cause death.

Private industry

Private corporations engaged in security or military operations overseas maintain internal CQB teams. For example, these teams might be responsible for responding to an incident at a facility operated by a government agency who has engaged the contractor's services. That team would then act as the Crisis Response Team (CRT) and "clear" the facility of threats or hostiles. In another example, Military corporations or Private military contractor might be employed to provide protection for high-ranking diplomats or military officers in war zones.