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BCT Day Two

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BCT Day Two Empty BCT Day Two

Post  Admin Fri Oct 28, 2011 11:50 pm

[size=24pt]BCT Agenda[/size]
[size=18pt]1st Ranger Battalion[/size]

BCT Day Two 1stRB




[size=18pt]Day 2 - Weapons and Small Group Tactics[/size]




Introduction (Donner) [5 minutes]

- (Get everyone lined up on the wall, pistols out).
- Ensure that everyone is in Ventrilo if they are in game.
- Remind of orders for Basic Combat Training (PTS, PTFO, PTFI, PTAFK, Call DI's "Instructor").
- Run through CORDs.
- Today we will be going over how to use the Rifle, as well as small group tactics.

Using the Garand/K98 [5 minutes]

- Quick-stopping is an effective way of keeping your shots accurate while being harder to hit.
- Pre-firing can be an effective tactic to shoot someone before you even necessarily know their exact position.
- Quick-peaking and slow-peaking can be used depending on the situation. Show examples of both (slicing the pie for slow peaking).

Drill 1 - Use of Cover/Defensive Positions (Donner) [15-20 minutes maximum]

- Use of cover and concealment is especially important during a realism round
- Obviously on defense, but on attack you may need to post-up and take cover as well

The Theory:

- The best technique to use a piece of cover effectively is to limit your line of sight
- Peak around just far enough to watch one area an enemy can come from (corner, window, etc.)
- Trying to watch too much will divide your attention and also expose more of your body

- (Have all of the privates find a piece of cover watching down the street)
- (Offer any critiques)

- Explain some basic elements of Defense, like an alamo, and bottlenecking (creating choke points)

The Drill:

- Lead DI will supervise set-up of a defense around the Allied 1st and 2nd flags and then observe
- Other T-staff and graduated members will go axis as an OPFOR
- Weapons: 1 auto per team, rest rifles (add additional autos, rockets for big numbers.....sniper/mg last resort)
- Allies are setting-up a back defense
- Axis may attack from anywhere
- (Run through a few rounds, offer critiques and get feedback after each)

Drill 2 - House Clearing (Avalanche) [Time Remaining]

- (Line everyone up outside Allies Spawn)

- Clearing buildings is one of the most difficult parts of realism
- Buildings in DOD:S are cramped and there is a large amount of randomness in a weapon's cone of fire
- Defenders are able to camp buildings which gives them most of the advantage
- (Move everyone up the first flag street to the door at the top of the hill)
- In this drill we will be clearing the three story complex here

The Theory:

- (Move everyone up the first flag street to the door at the top of the hill)

- Your one advantage is deciding when you will enter the building
- Communicate with your teammate before the initial entry
- However, don't overplan the whole assault, it won't work anyway
- Make a plan for the first room at least
- When you're about to clear a room, try to check the far corners from the outside
- This will leave you with only the near corners
- A grenade can be used to prep a room before entry (go in immediately after it explodes)

- The most important rule is that a building must be cleared quickly and violently
- Move through doorways quickly, do not go check them slowly
- If your teammate enters a room, don't leave him hanging

- Keep in mind that this is a video game
- The biggest danger while roomclearing is an enemy doing something crazy and running at you while you're unprepared
- Once a room is clear, if you need to pause, post-up and watch the entrance to the next room
- Rifles are best placed at a distance watching
- Autos are best placed in ambush positions along a wall
- If you make contact with an enemy and aren't ready to advance, consider falling back one room to get a bottleneck between you
- If an enemy knows you are waiting, he may rush you

- Do not get hung up in a "stalemate"
- Often roomclearing will go well until you meet an enemy, and you may start trading shots without advancing
- Break a stalemate with teamwork
- A grenade can be used to disorient an enemy before moving
- Or a rifle can move in towards the side as a distraction to allow the auto to clean up
- Press the advantage when you have it and gain ground

- You may not always have time to come up with a detailed plan in a tight spot
- If you see the man ahead of you do something while roomclearing, follow his lead
- DO always call out enemy positions while roomclearing
- DO NOT fall into the habit of going after an enemy without letting your teammates know his position
- This is not the pub
- It is less common for defenders to have two men in one room
- It can happen, but this makes them easier to nade
- This means you should work as a team to clear a room
- You will often be 2vs1

The Drill:

- Two axis players (1 auto, 1 rifle) will be in the three-story complex
- Allies will attempt the drill in groups of two (1 auto, 1 rifle)
- Your team may enter the complex either here or at the top entrance
- Standard realism rules apply (nade freely, go to spec on death)
- Allies will rotate through for a few repetitions
- (Give criticism and ask for comments after each round)

Conclusion

- Review all key concepts from the day
- Ask for any discussion
- Dismissal

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