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POTENTIAL ROYAL MARINES COURSE STUDENT Manual Created for the use of 40 Commando Members Only.
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POTENTIAL ROYAL MARINES COURSE

STUDENT

Manual

Created for the use of 40 Commando Members Only.

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1

Table Of Contents

Introduction Combat Formations

Extended Line Point man Arrowhead Herringbone

Herringbone *Closed Order* Herringbone *Open Order*

File Single File 360° Perimeter - (“Three-Sixty”)

Aircraft Aircraft Boarding Chinook Wildcat Merlin Disembarking From an aircraft

Fire Rates Suppressive Fire

Deliberate Watch & Shoot

Bounding Pepper Potting Leapfrogging Peeing

Section Assault Flanking Crossing a danger area Rules of Engagement Fire & Maneuver Reaction to Contact/Enemy Fire

CQB Training Rules of Breach & Clear Room Clearing Before entry Clear as much as possible from the outside, prior to entry Moving in urban terrain

Phrases MSR (Main Supply Route) FOB (Forward Operating Base)

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MOB (Main Operating Base) MEDEVAC CAS ASR (Alternate Supply Route) HLS (Helicopter Landing Site) Landing Zone (LZ)

Introduction This manual contains all important information, to help you on the road to becoming a successful member of 40 Commando Royal Marines; It is only here to help you throughout the Potential Royal Marine Commando (PRMC) Training. And as a quick reference guide throughout your time as a royal marine.

This guide is comprised of seven chapters of Modules, each one is designed as an aid to help you in the field or at the base. Disclaimer - This document is not to be distributed or utilized by any other Arma 3 Milsim or Realism unit, without all accreditation going towards 40 Commando.

Signed the 40 Commando Training Team.

1. Combat Formations These formations act as a guide for where people should be to best fit a situation. Leadership must always adapt these basic formations to fit the situation they are in. A good knowledge of the Pro and Con of each formation is therefore highly recommended. Note that it’s not needed to have a perfect formation the whole time, this is impossible to do in most situations. Formations can be applied at every level, from Fireteam up to Battalion size, we will focus on the smallest size during this training.

Extended Line The line formation is great for advancing forwards towards a known threat, as long as

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there is no significant risk of taking fire from the flanks. The line formation offers great observation and heavy fire to the front. It is easy to control, but does suffer from the problem noted above ­ that it is vulnerable to flanking fire. It also does not offer great flank or rear security, so it should be used with that in mind. Pro: Maximum visibility and fire towards front. Con: Very weak rear and flank security, highly visible from front.

Point man Contrary to popular belief, the point man of a formation should not be an expendable and inexperienced player. Rather, the point man should be someone who is proficient, alert, and will have a good chance of spotting the enemy (or a potential ambush). A good point man can be the difference between life or death for the element. He should try to position himself 10 ­ 50 meters ahead of the formation and scout for the best route to take and see if he can spot any enemy contacts. This buffer allows for the rest of the element to have freedom to maneuver if he is engaged. Bear in mind that a point element can be more than just one man, when moving in larger formations. The term Point Man will also be used in CQB­situations, where it has a slightly different meaning.

Arrowhead The arrowhead formation is a very versatile one that is easy to establish and control. It allows for good all­around observation and security, and can be used in the majority of situations encountered. Fire can be placed in any direction in good quantity, and a shift in formation upon contact is easy to accomplish to suit the situation. The arrowhead formation is the one most naturally assumed during gameplay, and is also the preferred formation to use when assaulting the enemy, crossing an open field, etc. Everyone faces forward, the two men at the “tips” keep eyes to the sides. Pro: High visibility for all unit members. All unit members facing forward (Main Line of Advance). Well spread out. Con: Rear is vulnerable. When engaged from side, only half the unit can directly engage.

Herringbone There are two different “versions” of the Herringbone formation

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Herringbone *Closed Order* Herring bone is NOT a combat formation. It is only used for when you are waiting for a vehicle or waiting for a helicopter. The way the formation works is the IC will stand at the front of the formation when the rest of his section are facing left, right left. This is just to make sure that everyone is in a fashionable manner.

Herringbone *Open Order* This version of the herringbone is a combat formation. It is used when the IC/ Or Pointman to talk to the IC to assess the situation to know where he is going. To fulfill this maneuver the section halts in file formation, with spacings of 5 to 10 meters between each man, then the point man / or man at the front would go onto his knee, then each person behind would do the same but face to the left or right alternating down the file. The rear man, also known as, tail end charlie does the same as the point man but faces the rear. As this give the section the greatest all around defence and arcs of fire in this situation. When the section is ready to move the IC or the 2iC would shout or radio “Section Prepare to move, move” This is when everyone stands and faces the same direction (i.e Front) to move off in a file formation once again.

Staggared File File is almost the same as the normal Single File. The only difference is that unit members are not walking in a straight line behind each other, but they alternate their position to the left and right. This formation can be used, for example, on roads and such, to cover both flanks. Pro: Both flanks covered. Unit members spread out a little bit more. Con: Front and Rear not guarded well.

File The single file formation is best used during travel when contact is not imminently expected or speed is a high priority. It is the simplest and fastest­moving formation to establish, as it is merely a matter of follow­the­leader. A single file formation has great firepower to the flanks, but is not geared towards contact from the front (which it is vulnerable to). A single file can rapidly shift upon contact to a line or other formation where appropriate, giving it good flexibility. A single file formations can also be used when traveling through an area where it is not practical to spread out into a line, wedge, or other formation. For instance, travel through a restricted valley might require a Single File.

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Pro: Easy to maintain, simple and quick. Low profile from front. Con: Not geared for contact from the front or rear.

360° Perimeter - (“Three-Sixty”) From stationary: Each soldier moves outwards to cover either his assigned direction or fill any available sector, clockwise (image). From movement or ramp: Push forward, team members go left, right, left … to fill all sectors. To break up: Leader orders “move”, point man goes first, rest follows in assigned order, breaking up the perimeter. Rule of thumb: A 360 out of a vehicle should be large enough to land/park in (e.g. 10m diameter for the MH­6). Always keep a safe distance to vehicles/aircraft and leave ground vehicles room to maneuver. Do not place yourself directly in front or behind a vehicle. Alternative: 180° / half circle, same rules apply

2. Aircraft

Aircraft Boarding

Chinook The good thing about a chinook is the fact that it doesn't have a tail rotor so you wont have to worry about the tail rotor hitting your section. If you wish to talk to the pilot you approach the aircraft at a 45 degree angle straight to the cockpit. If you wish to board the

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aircraft yet again same thing but approaching from the back this time. You need to approach with a 45 degree angle to the back of the aircraft so that crew and pilot can see you. If you are not boarding the aircraft but protecting the aircraft for the rest of the troop to bored then you need to leave at least a 5 M gap between you and the helicopter so it has room to take of.

Wildcat Unlike the the chinook, the Wildcat has a tail rotor blade which can kill you if you get to close. To stop this happening, you need approach the aircraft at a 45 degree angle at the front of the aircraft. This allows the Co-Pilot and the Pilot to see how many men are boarding and he also has a clear understanding on what is going on around his helicopter. This also prevents the Pilots for bugging out if the HLS gets too hot because he won't have to worry about anyone being near his rotor blades.

Merlin

The Merlin is very similar to the Wildcat because of the fact it has a tail rotor, and the fact it is made by the same company. To stop this happening, you need approach the aircraft at a 45 degree angle at the front of the aircraft. This allows the Co-Pilot and the Pilot to see how many men are boarding and he also has a clear understanding on what is going on around his helicopter. This also prevents the Pilots for bugging out if the HLS gets too hot because he won't have to worry about anyone being near his rotor blades.

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Disembarking From an aircraft When disembarking from an aircraft it should be in your best efforts to get out as swiftly and safely as possible. Once out of the aircraft you should set up an all round defence at around 5 meters from the aircraft; thus protecting the aircraft and the section whilst also providing 360° arcs of fire.

3. Fire Rates

Suppressive Fire This firing rate is used to scare the enemy but still not wasting a huge amount of ammo at the same time. This should only take a minute *depending if you are going to assault* to get them heavily suppressed. This give time for the section commander to think of an attack plan. For rifles this should be one round every three seconds but for the machine gunners this should be a six round bursts every three, or so, seconds.

Deliberate This firing rate is very similar to suppressive fire but at that happens is the timings change. Instead of firing a round/burst every 3 seconds you change it to 5 seconds while stilling looking out for contacts.

Watch & Shoot Watch & shoot is pretty much what the name is. You watch out for the enemy and when you see them you shoot. This firing rate is to make sure that you send out very accurate rounds to the enemy.

4. Bounding

Pepper Potting

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Pepper potting is the most basic and most used form of bounding. This is where Delta fireteam, within a section, is given the order to move while Charlie fireteam provide supporting fire until Delta get go to ground (prone). From here Delta provide fire while Charlie move up to them. From here the process repeats until the section gets to its desired location.

Leapfrogging Is essentially the same as pepper potting but as one fireteam move it doubles the distance, for example if they are 40 meters behind one fireteam, they move up to them and then 40 meters in front

Peeing In order to break away from the enemy, teams can employ a reverse bounding (“peeling”) either successive or alternating. Alternatively, the entire team may shift sideways or backwards as individuals or buddy teams as illustrated to the right. The team provides suppressive fire, first man moves, sets up, calls “set”. Second man moves… etc. Be careful not to cross any firing lines. Breaking contact in a controlled way always relies on keeping up fire while allowing parts of your element to move. If sufficient cover on the move can not be achieved by terrain and suppressive fire alone, deploy smoke.

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5. Section Assault

Flanking

Charlie would be laying down suppressive fire while Delta move at a 90 Degree angle (Think like a L Shape) till they get in range to start engaging. At this point this is when Delta set up their machine gunner. While 2 men from delta (Mostly Point Man and 2IC)advance forward and toss to grenades into the contact area. Then they will move in on foot while sweeping and clearing with a mix of rapid fire or 3 rounds ever 2 seconds. But they are effectively doing while charlie fireteam is suppressing the area, once them frags have been called the radios will sound of saying section shift fire right or left depending on which direction Delta Fireteam went in. At this point Charlie Fireteam will move the fire away from the target to close of any escape route for the enemy so they can't leave the area, so they are effectively pinned down. Then the cease fire order will be given and Delta Fireteam using the egres (exit Point) out the area which we called proven route of travel that we know is clear from trip wires or IED. Move through the proven route to the two people they set up. Then Charlie will reorg with Delta.

Crossing a danger area Danger areas are locations at which there's a heightened level of vulnerability for anyone caught within them, and must be treated with due caution when the situation calls for it. They can be bridges, streams, large open lanes in forested terrain, or even streets in an urban environment. Danger areas are frequently observed by the enemy, and can have snipers, machine gunners, or enemy rifle fire teams ready to deliver fire into them on short notice. The technique for crossing a danger area is another form of bounding overwatch. The idea is to maintain security and cross in small numbers that will not draw undue attention or fire.

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Once you have determined that you are facing a "danger area" and must treat it as such, there are four basic steps to follow.

Set up 2/3rds of your force as a security element. Ensure that they are spread out sufficiently that they do not stick out to observation. They will be concerned with watching the flanks and rear as well as observing and covering the scout element when it crosses.

Send a scout element (typically fireteam­sized) across first while the other elements cover them. The scouts will do a limited penetration of the far side of the danger area, check for enemy forces, and then act as security for the rest of the group when they cross.

Once the scouts have given the all­clear, begin crossing remaining elements one at a time.

Once everyone is across, consolidate and continue on with the mission. Note: if the group is under fire and crossing a danger area, smoke should be used extensively, and security for the crossing elements should be provided with suppressive fire. The images below show an example of a smaller team crossing a danger area (road).

1) Approach 2) Cover and Cross 3) Cover and Collapse

Rules of Engagement The R.O.E. regulate the use of deadly force during your mission. It is imperative that these are followed for several reasons, including ­but not limited to­ the preservation of stealth & surprise and the prevention of collateral damage. Keep the following in mind:

1. Pay attention in the preparation / briefing. If you are unsure ask about your ROE. 2. You are always clear to fire if there is immediate threat to your team or others. 3. If you spot enemy or any other threat that is not immediate, call it and ask for permission

to engage.

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4. A threat, and therefore a legit target can be ­ combatants of a hostile faction wearing the appropriate uniform, and their vehicles, structures etc. ­ members of any armed irregular forces, or vehicles used by them ­ in some cases: civilians with danger at hand e.g. civilian vehicle about to breach your checkpoint

5. If your contact is not clearly a hostile combatant and situation allows: ­ signal first, using shouts and gestures ­ fire warnings (overhead, in front of vehicle…) using live rounds or flare/smoke ­ shoot to stop or kill as a last resort, minimize damage (e.g. pop tires instead of killing driver)

6. Do not escalate a situation unnecessarily (e.g. by excessive firepower). Proportionality principle applies.

Fire & Maneuver Most modern combat tactics rely on the use of firepower and suppression (“fire”) in combination with movement in combat (“maneuver”). Fire against the enemy is what allows you to move in the first place, keeping the enemy under fire and limiting his ability to move and shoot. Maneuver, on the other hand, forces the enemy to react, allows you to dominate and eventually win the fight. Just as fire without maneuver will not get you anywhere ­ maneuver without fire will get you killed. Both should always be separated ­ be it in buddy teams, fire teams or even entire squads supporting each other.

Reaction to Contact/Enemy Fire One of the most basic battle drills is reacting to enemy fire. This forms the basis for many of the other tactics covered in this guide, and these guidelines should be kept in mind when reading about them and applied as necessary.If your element comes under fire, follow these basic guidelines:

Communicate. Make a contact report, report on any visible/audible enemies. 3D’s: Description, Direction and Distance. Short and simple. eg: Ifrit to the North, approx. 200 m. Distances can be guesses, also use landmarks to indicate positions.

Take cover. Unless there is very convenient cover closeby, counter­fire should take priority. Move to cover as you fire at the enemy position. When there is not enough cover available, consider using smoke grenades to create a smokescreen and move to cover.

Return Fire. Achieve fire superiority. Pour more fire on the enemy position than he is putting on yours. The sheer volume of return fire you direct at the enemy may be the deciding factor of the firefight from a psychological standpoint.

Formulate Plan. Leadership should quickly assess the situation and make a plan to neutralise or evade the enemy (see below)

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6. CQB Training Urbanized areas are easily the most dangerous environment for infantry to operate in. Threats can come from above, or appear and disappear in an instant in between buildings. The fighting is fast, violent, and confusing. Good communication is needed at all levels to provide timely information as well as avoid friendly fire incidents. Combat in CQB environments should be done at a deliberate methodical pace, and all elements need to be able to move in a cohesive manner that prevents anyone from getting cut off or lost, and maintains a very high level of situational awareness and defensive cohesion.

Rules of Breach & Clear The main, main, main rule of breaching and clearing a room is not having too many breaching at the same time. The maximum people that should be breaching a room is 4 people at a time, but you must NEVER breach a room on your own you must always have someone else with you. Also you must always call out “contact and the direction this is so your IC or 2IC know what's going on in that room. You also should say whether your sector is clear but never say “room clear” unless you are the pointman (First man through the door). You also should never stop at a doorway because what happens is you are in a tunnel of fire if there are contacts in that room, so you always want to keep moving.

Room Clearing This field requires a lot of routine and team practice to work out well. There are endless variations, mostly depending on who teaches it and for which applications it is designed for. Do not be confused if you hear different methods. In the end, what counts is effectiveness.

Before entry Preparing yourself for entering a building or a new section of a building includes:

Stack up at the door Keep watch of your surroundings Reload a fresh magazine Quickly check on your team mates and maintain command Watch and listen for any clues of what might be inside Deploy frag or flash depending on situation, avoid collaterals!

Clear as much as possible from the outside, prior to entry “Pie” a doorway before you enter, if you are doing a limited entry (only your head and weapon breaks the threshold of doorways). If a dynamic entry has to be done, then do a

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dynamic pie or “hitch step” (a quick “one­step pie”) prior to entry. This allows you to clear a portion of the room from the outside prior to entry, and allows you to abort the entry if you don’t like what you see. Don’t cross in front of the door if you don’t have to. Upon passing through the doorway, you can concentrate on the portion of the room that you could not see from the outside. This is much easier and safer than making a “blind entry” and taking on the whole room at once. A blind entry is when you quickly pass through the doorway first, without negotiating any portion of the room from the outside.

Moving in urban terrain This applies to, for example, crossing streets or crossroads in urbanized areas. On the right there is an animation showing you a example of how it can be done:

1. The first man moves up to the corner, scans both directions, and takes a knee, followed

by the second one moving up to observe down the side of the street not covered by the first.

2. Once the second man starts to cross, the third man takes over his sector of observation, while the fourth man tightens up the formation and continues to cover the rear.

3. The second man then sets up on the far side, checks both ends of the street, and observes the one that seems the most threatening at the time.

4. At this point the third man crosses, then the fourth, and finally the first man crosses. The animation above has the first man across deciding that the left is the most dangerous area. Thus, he spends his time covering it. When the second and third people cross, they look to the right, since the left is covered by the other two. Additionally, since fire teams do not typically work alone, this technique is likely to be used with two teams crossing the street at the same time ­ in such a situation, the team on the left side would cover the left, and the team on the right would cover the right. Remember that urban terrain requires a battle of angels. Range is often irrelevant, the question is who has the better angle on something!

7. Phrases

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MSR (Main Supply Route) A Main Supply Route is the route or routes designated within an area of operations upon which the bulk of traffic flows in support of military operations.

FOB (Forward Operating Base) A forward operating base (FOB) is any secured forward military position, commonly a military base, that is used to support tactical operations. An FOB may or may not contain an airfield, hospital, or other facilities.

MOB (Main Operating Base) Main Operating Base (MOB) is a term used by the British Army defined as "an overseas, permanently manned, well protected base, used to support permanently deployed forces, and with robust sea and/or air access." This term was used to differentiate major strategic overseas military facilities versus smaller, less secure or temporarily manned contingency tactical locations such as Forward Operating Bases, Forward Operating Sites or Cooperative Security

Locations.

MEDEVAC the evacuation of military or other casualties to hospital in a helicopter or plane.

CAS In military tactics, close air support (CAS) is defined as air action by fixed or rotary-winged aircraft against hostile targets that are close to friendly ground or naval forces, and which requires detailed integration of each air mission with fire and movement of these forces.

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ASR (Alternate Supply Route) A route or routes designated within an area of operations to provide for the movement of traffic when main supply routes become disabled or congested.

HLS (Helicopter Landing Site) A specified ground area for landing assault helicopters to embark or disembark troops and/or cargo. A landing zone may contain one or more landing sites, this is usually organised unlike an LZ.

Landing Zone (LZ) A Landing zone is an impromptu landing area for helicopters, which can be defined by a grid reference or a feature of the land. LZs are most often areas where a helicopter will land to allow troops to reach an objective or to retrieve troops from and Objective. LZs are generally single use as they alert the enemy to you position.

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