Professional Documents
Culture Documents
Table of Contents
Requirements
Day 1
1. Rifle Platoon Structure and Organization
2. Basic Weapons Familiarization
3. Optics
4. Enemy Vehicles Familiarization
5. ACE Equipment Functions
6. Radio Communications
7. Medical Procedures
8. Enemy Weapons
Day 2
1.
2.
3.
4.
5.
Formations
Fire and Maneuver
Offensive and Defensive Fundamentals
Team Communications
Cover and Concealment
1.
2.
3.
4.
Day 3
Day 4
1. Field Training Exercise
2. Graduation
Requirements:
Completion of Recruit Training
Only taught by certified ITB Instructors (NCOs and SNCOs approved by Company
Headquarters or previous 03XX NCO/SNCO).
All new Privates must complete ITB before being allowed to accumulate TIG (Time in
Grade).
Only two classes will be taught a week, for a total of four classes over a period of two
weeks.
At the end of the two week cycle new Privates will be assigned to platoons.
If you do not complete the entire course you will be recycled to the next SOI Class and
will not be assigned a billet until the end of that two week cycle and all four SOI classes
have been completed.
ITB must be completed by all 03s including 0331, 0341 and 0351. Once non-0311s
complete ITB they will transfer to their appropriate section for MOS Training.
Each ITB cycle will have a minimum of four (4) and a maximum of thirteen (13) students.
Instructors:
Two instructors per two week cycle.
Six total qualified ITB instructors kept on staff.
ITB Instructors must be current or prior Infantry NCOs/SNCOs.
Instructors will rotate each cycle and/or fill in as needed.
The Platoon Sergeant is the senior enlisted man in the Platoon and is
responsible to the Platoon Commander for the internal functioning of the
platoon including the general conduct of the platoon in garrison and the
field.
best carry out the orders of the platoon commander and observe and
control the squad.
Fire Team
Fire Team Leader (FTL)
The fire team leader carries out the orders of the squad leader.
He is responsible for the fire discipline and control of his fire
team and for the condition, care, and economical use of its
weapons and equipment. In the carrying out the orders of the
squad leader, he takes a position to best observe and control the
fire team. Normally, he is close enough to the automatic rifleman
to exercise effective control of his fire. In addition to his primary
duties as a leader, but not to the detriment of them, he serves as
a grenadier and is responsible for the effective employment of
the grenade launcher, his rifle, and for the condition and care of
his weapons and equipment. The senior fire team leader in the
squad serves as assistant squad leader.
Rifleman (R)
The rifleman in the fire team carries out the orders of the fire
M4
A magazine fed, gas operated, air cooled, shoulder fired weapon capable of
semi-automatic fire or burst fire by use of a selector lever.
M249 SAW
An individually portable, gas operated, magazine or disintegrating metallic-link
M27 IAR
A lightweight, magazine-fed 5.56mm weapon sought by the United States Marine
The max effective range for the M4 is 500 meters on a point target and 600
meters on an area target.
Typically carried by Squad Leaders and up.
devices, target or landing zone marking devices, or as screening devices for unit
movements.
Can be carried by anyone.
M84 Flashbang
Upon detonation, it emits an intensely loud "bang" and blinding flash within five
feet of initiation, sufficient to cause immediate (but temporary) flash blindness
and deafness.
Can be carried by anyone.
M240
A belt-fed, gas-operated, crew served medium machine gun firing the
7.62x51mm NATO cartridge.
M9 9mm Pistol
A semi-automatic, magazine-fed, recoil operated, double action pistol.
The max effective range of the M9 is 50 meters.
Carried by the Automatic Rifleman, Squad Leader, and Officers.
M1014 12 Gauge Shotgun
A semi-automatic, 12-gauge shotgun which can fire a range of rounds including
3. Optics
RCO (familiarization with the BDC).
Ranging Features:
The base of the chevron and the horizontal stadia lines below the
chevron represent 19 at the indicated range (19 is the average
width of a mans shoulders). Range your target using the base of
the chevron for 300m and the width of the horizontal stadia lines
for 400-800m.
CCO
T-90
BRDM
A four wheeled amphibious vehicle which is very lightly armoured.
Combat Reconnaissance Patrol Vehicle.
BTR
A Soviet non-amphibious, wheeled armoured personnel carrier and
reconnaissance vehicle.
24 person capacity.
SU-25 Frogfoot
Soviet era close air support aircraft.
Switching weapons
F cycles through all weapons and fire modes.
Shift + 1 switches to primary weapon on its primary fire mode (If
carrying a secondary weapon such as a shotgun, MGL, or DMR in
conjunction with your rifle, Shift + 1 can be used to switch between
your rifle and secondary weapon.)
Shift + 2 switches to under barrel grenade launcher. (Hitting Shift
+ 2 again will flip up the GL leaf sights.)
Shift + 3 switches to one of your thrown weapons such as a frag
grenade.
Shift + 4 switches to any placed explosives such as claymores.
If your billet allows you to carry a sidearm, it is highly
recommended that you set up a keybind that is easily accessible
in-case of primary weapon failure.
Mounting weapons
Shift + Space will mount any weapon on solid cover just below the
barrel or handguard of the weapon.
If the weapon has a bipod (M249, M27, M240) Shift + Space can
be used to deploy the bipod on any surface while prone.
6. Radio Communications
AN/PRC-148 VHF overview
Mid-level walkie-talkie, with mid-level range. Should be used at the Fire Team,
Squad, and HQ levels. 6-digit frequencies
AN/PRC-117F overview
A backpack version of the PRC-148. Pretty much the same, but with a little more
range;It has both UHF and VHF antennae, and has SATCOM capabilities.
S - Sierra (SEE-AIR-RAH)
T - Tango (TANG-GO)
U - Uniform (YOU-NEE-FORM)
V - Victor (VIK-TAH)
W - Whiskey (WISS-KEY)
X - X Ray (ECKS-RAY)
Y - Yankee (YANG-KEY)
Z - Zulu (ZOO-LOO)
PHONETIC NUMERALS
1 - One (WUN)
2 - Two (TOO)
3 - Three (TREE)
4 - Four (FOW-ER)
5 - Five (FIFE)
6 - Six (SIX)
7 - Seven (SEV-EN)
8 - Eight (AIT)
9 - Nine (NIN-ER)
0 - Zero (ZEE-RO)
PROCEDURE WORDS (PROWORDS)
Procedure words or phrases, which have been assigned a meaning for
Communication
If you get hit, say, Im hit!
If a squad mate goes down, say, (name) is down!
Checking injuries on self
Use your ACE Self Interaction keybind to bring up the ACE Self Interaction
menu.
with your gun up facing where enemies are coming from. Slower but you have a
lower profile.
Use your ACE Interaction key on your teammate and select drag if
unconscious and help walk if conscious.
The Fireman carry is where you put your team mate on your shoulders and carry
him. Faster, but more dangerous as your profile is much higher.
Use the same process that you would if you were trying to drag the
wounded teammate.
Then just use your scroll menu to select Carry.
The scroll menu is also used to Drop whoever you are carrying.
If it is too dangerous for the Corpsman to come in so you need to pull your
team mate out. Do it with a buddy, never alone or else youll both end up on the
ground.
CPR
When giving CPR in Arma 2, you increase the time it takes to die, and
allow the Corpsman more time to get to the wounded.
Bandage/Compress wound
Bandaging or compressing wounds in Arma 2 will stop the bleeding out
process preventing the recipient from passing out. Use compress for
more serious wounds.
Inject Epinephrine
Injecting epinephrine in Arma 2 will wake the player up if they have
Medevac/Casevac
For our purposes a Casevac would be used when the nearest available
AK-74
AK-74M
Modernized variant of the AK-74 (all black).
Standard issue Russian service rifle.
PKM
Russian GPMG (General - Purpose Machine Gun).
7.6254mmR, Belt Fed 100 round box.
Max effective range is 1500 meters.
PKP
Modernized version of the PKM (all black).
Standard issue Russian medium machine gun.
RPK
Russian made light machine gun.
7.62x39mm, Semi and Full, 75 round drum magazine.
Max effective range is around 800 meters.
RPK-74
Russian made light machine gun.
5.45x39mm, Semi and Full, 45 round box magazine.
Max effective range is around 800 meters.
RPK-74M
Modernized version of the RPK-74 (all black).
Standard issue Russian automatic rifle.
RPG-7
Shoulder launched, anti-tank rocket propelled grenade launcher.
Most widely used anti-tank weapon in the world.
Max effective range is from 350 to 600 meters depending on type of
round.
Most rounds self-detonate after 1000 meters.
DShK
Russian made Heavy Machine Gun (HMG).
12.7108mm cartridge, 100-200 round belt.
Max effective range is 2000 meters.
Kord
Russian made Heavy Machine Gun (HMG).
12.7108mm cartridge, 50-100 round belt.
Max effective range is 2000 meters.
Has a stock and is longer than the DShK.
SPG-9
Russian tripod-mounted man-portable, 73 millimetre calibre recoilless
gun.
SAIGA 12
Russian made semi-auto 12 gauge shotgun.
8 round detachable box magazine.
Column
Permits rapid, controlled movement.
Favors fire and maneuver to the flanks.
Vulnerable to fire from the front and provides the least amount of fire to the front.
[R]
[FTL]
[AR]
[AAR]
Staggered Column
Permits rapid, controlled movement.
Favors fire and maneuver to the flanks.
Vulnerable to fire from the front and provides the least amount of fire to the front.
........[R]
[FTL]
........[AR]
[AAR]
Line
Permits the most firepower forward.
Extremely weak to fire from flanks.
Minimum fire power to the flanks.
[R].. [FTL].. [AR].. [AAR]
Wedge/Squad Wedge
Favors fire to the front and flanks.
AR should be placed on the weak side of the formation.
........[R]
[FTL].....[AR]
..................[AAR]
Echelon Left/Right
Heavy firepower to the front and echeloned flank.
Used to protect an exposed or open flank.
[R]
....[FT]
........[AR]
............[AAR]
Skirmishers Left/Right
Three second pass if in open terrain. Im up, they see me, Im down!
Alternating Bounds
A faster way to move, but is less safe. Think of it as a leap frog movement. Each
element moves past the other.
Successive Bounds
A slower but safer way to move. Each element plays catch up. The element that
moves first is never moved past. All other elements have to stop at their position
or line of their holding point.
Peeling
Used to disengage from contact and move toward cover while providing returning
fire.
Defensive
Repelling Counterattack
Find higher ground and give your team an advantage over the enemy.
Getting up in buildings and on ridges that offer good defilade are good
choices.
Egressing
The act of pulling back when your team becomes too overwhelmed or
out-numbered by enemy fire. Essentially bounding backwards, one team
acts as the base of fire to cover the maneuvering team as they fall back
and then cover the other team as they fall back as well.
4. Team Communications
Proper Target ID and Relaying Information (ADDRAC)
Alert - (See different types of contacts below)
Direction - Compass bearing; Cardinal direction; Left, Right, Front, Rear;
Tracers; Reference point; or Clock face
Description - Type of target; Foot mobile, Light armor, Tank, etc.
Range - Distance to target (exact if possible, estimated if not)
Assignment - Leaders assign who will engage what and with what
weapon systems
Control - Leaders determine when to give the order to fire if not already
engaged.
Difference between contact, movement, civilian, friendly
Contact = I see or am being engaged by an enemy that poses an
immediate threat.
Movement = I see movement by an unknown person that poses a
possible threat.
Civilian = I see a civilian that poses no threat.
Friendly = I see a friendly unit.
ACE Report
When pulling security after an engagement team/squad leaders should
request an ACE report. ACE stands for ammunition, casualties, and
equipment (more specifically any sort of special equipment). The reports
are taken by the team/squad leader and sent to the squad/platoon leader.
SALUTE Report
Size
Activity
Location
Unit (type)
Time
Equipment
Echoing orders
Self explanatory, simply repeat the orders out loud down the line passed from the
fire team leader.
Concealment
Allows you to hide yourself, but DOES NOT protect you from anything. Such as a
bush.
Defilade
This one is important. It puts cover in front and above you. Basically, if you come
upon a slope or a ditch and hide in there, you are covered from direct fire (but not
indirect) and concealed from the air until they are directly on top of you. However,
your back side is exposed so you need to switch if theyre coming from behind.
Skylining
This is the act of standing on a hill and having the sky as your background
instead of the hill. This makes you very easy to spot. So do not crest hills unless
you are prone if you can help it.
Mounting
Line up with your gear ready to go for the mission. Should basically be a line
Dismounting
Await permission and ordered to disembark the vehicle. Permission comes from
Insertion
When youre approaching, be ready to step off. You will usually be given an order
Evac
HMMWV
Seats 5 including gunner and driver positions
MRAP
Seats 11 including gunner and driver positions
MTVR
CRRC
Seats 5 including driver position
2. Land Nav
Map Reading
Identifying terrain features such as, hills, contour lines, ridges, saddles, bowls,
buildings, rocks, roads, cliffs, forests.
Compass
The Arrow
The Arrow and heading numbers always point North.
The heading under the line is the way you are facing.
View Slot
Look through the slot at an object/target and the heading can be read.
Compass
Correlation
Open the map without looking away and the compass will be set to the
same heading as the out-of-map compass.
Situational Awareness
Scanning
When taking a break for breath or stopping at cover, scan to look for
targets.
Scan 360 Degrees when moving alone.
Use Binoculars or Scope to check possible targets at a distance.
Always try to scan from right to left.
3. MOUT
Buddy teams
Rifleman/Fire Team Leader & Automatic Rifleman/Assistant Automatic
Crossing a street
One buddy team pulls security down the street while the second team
Rifleman.
crosses and sets security on the opposite side allowing the first team to
then cross as well.
When maneuvering in a squad sized element, instead of buddy teams
pulling security and crossing, one fire team will secure the street while
the rest of the squad crosses.
building or area.
The outer cordon element keeps the enemy out of a designated
building or area.
Stacking order
Rifleman, Fire Team Leader, Automatic Rifleman, Assistant Automatic
Rifleman.
Note: The stacking order is not strictly set. It is flexible depending on the
circumstances and situation.
Pointman responsibilities
Hooking and Pie-ing around corners and doors.
Calling out targets and danger areas.
Outside Security
Usually set up by the AR and AAR when it is not necessary for the whole
Fire Team to clear the room or building.
Frag
Tear Gas
Non-lethal breaching option if civilians are present, or the presence is
unknown inside the structure.
4. Convoy Operations
Vehicle and Crew-Served Weapons Familiarization
HMMWV
Mk19
M2 .50
M240B
Seats 5 (including the driver and gunner positions)
MRAP
M2 .50
Seats 11 (including driver and gunner positions)
MTVR
Seats 13 (including the driver position)
Gun Orientation
The gunners should always be alternating which side of the convoy they are
watching. Starting with the lead vehicle watching the front, 2nd vehicle watching
the left, 3rd vehicle watching the right, etc...
The very last vehicles gun should always be pointed to the rear of the convoy.
Reaction to contact
Herringbone Formation
Pulling ~10 meters off the road, left to right, alternating with each vehicle
in the convoy. Lead vehicle pulls off to the left, 2nd vehicle pulls off to the
right, 3rd vehicle pulls off to the left, etc...
Moving to Cover/Defilade
If available, upon receiving fire, drivers should move to the nearest cover
to protect the vehicle and allow Marines to dismount while still exposing
the gunner to effectively return fire.
Mounted Operations
Dismounting and Maneuvering With Vehicles
Always leave a driver and gunner in the vehicles. The exception to this
DAY 4
1. Field Training Exercise (FTX Pop Your Cherry)
Isolated mission that encompasses all of the common skills the 03XXs learned
throughout ITB to test their newly acquired knowledge and skills in a controlled
environment.
2. Graduation