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UOTC Basic Infantry Field Handbook

TRAINING HANDBOOK
BASIC INFANTRY UO
Basic Infantry Skills
Comms, Battledrills, Reports & Procedures
Training standard for basic infantry tactics
Originally from silencer.helling3r modified for UOTC V. 2.0

Edits by Jimbo 2013 - present


last edit - 9 Oct 15
Thanks to Simon Silence for many recent edits

UOTC Basic Infantry Field Handbook

TOC
Purpose
The Fireteam
The Squad
Formations
Fireteam
Squad

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3
3
4

Communication
Calling Contacts
Orders
Fire Control
Rates of fire
Actions on ...
Contact (effective enemy fire)
Contact Ineffective or no enemy fire
Casualties
Status Report (ACE)
Team Movement and Control

APPENDIX
1. Peeling
2. Fireteam Rush
3. Fireteam Roles
4. General Responsibilities
5. General Communication
6. Reports
7. Radio Procedures
8. Clearing Backblast procedure
9. The Firefight
10. Range and Size Estimation
11. Compass Directions

Original Author: silencer.helling3r


Based on the handbook by silencer.helling3r modified by UOTC 2013-2015
Ref: http://silencers.schuetze-teg.de/~army/sfh/FieldHandbook.pdf

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UOTC Basic Infantry Field Handbook
Purpose:
The purpose of this handbook is a quick reference for basic comms and
battle drills to use for all UOTC instruction. There is no requirement at
UO to use these standards when gaming but ALL training courses and
sessions must use it as a standard:
Appendices are supplementary, the core information is contained in pages 3-10.
The Fireteam.
The Fireteam is made of 4 men. (Can be called an Assault Group)

RM = RMFL

There are 2 pairs (or buddy teams) in each Fireteam


The TL (team leader) and AR (automatic rifleman) are the lead buddy team.
The GRN (grenadier) and RM (rifleman) are the second buddy team.

The Squad
The Squad = 9 men - 2 Fireteams and a Squad Leader (SL)
The Lead Fire Team is named Alpha

The second Fire Team is named Bravo

UOTC Basic Infantry Field Handbook


Fire Team Formations

FT Wedge (Heavy Left)

FT Wedge (Heavy Right)

Echelon Right

Heavy Right
------------------------------------------------------

Heavy Left

Staggered Column

File

Fireteam Line

UOTC Basic Infantry Field Handbook

Squad Formations

Squad Line (Fire Team Wedge)

Squad Staggered Column

Squad Column (Fireteam Wedge)


Traveling

Squad Column (Traveling


Overwatch)

SL is free to move within formation, Spacing is between fireteams

UOTC Basic Infantry Field Handbook

General Communication
Calling Contacts:
Report enemy contacts to your Fireteam
Only report facts and fill in missing details when they become evident.Reporting contacts is about
speed, dont use detail: Be concise & fast! Use 343 for initial call. Echo w/ direct speak

DDD The 3 Ds

Direction, Distance and Description.

C ontact

Say CONTACT! to gain attention of teammates

D irection

Compass direction (Use right left etc only if front is specified by leader)

D istance

Approx. Range like Close Near, Mid, far


Close = < 50 m
Near = < 200m (effective for everyone)
Mid = 200m - 600m
(effective for AR)
Far = > 600m
(usually ineffective)

D escription

Enemy type, size (number) and location by terrain features.

Example: Contact! | South | mid | 3 times infantry, left of red barn

NOTE: Everyone must echo contact as Contact SEEN! or Contact NOT Seen.

Orders
Orders will be short, firm, and clear. Team mates are not offended by
sudden, sharp, commands.
Parts of an Order
Group: - the team you are addressing (a team can be one person)
Body: - The details of the order
Trigger: - signal to the group to execute the order

Echo: the order (use direct speak) during the pauses to relay the order to
others and show you understand. [Do not echo commands sent over the radio or after you
hear the command Listen up]

Triggers:
Common triggers are Move, Halt, and Fire.
Example: of an order:
ALPHA ... Sprint South, Line, to Rock Wall

MOVE!!

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Group

UOTC Basic Infantry Field Handbook


Body (Sprint to the South in line formation to the wall)

Trigger

Fire Control Commands, ROE, Rates of fire


Weapons Green
Open or return fire at your own discretion;
(Weapons free)
Call the contact
Weapons Yellow
(Weapons tight)
Default mode

Weapons Red
(Weapons hold)

The team is only to return fire if the team or other


nearby friendlies take effective enemy fire.
Return fire if your own team is under effective enemy
fire. Never open fire without clearance.

Watch &
Shoot

Stop shooting unless you see enemies in effective


range (Eg: Watch & Shoot! Watch & Shoot! Watch & Shoot! )

Check Fire

Only engage positively identified targets


(Watch out, there may be friendlies in the area, double check
targets) (Eg: Check Fire! Check Fire! Check Fire!)

Shift Fire

Shift Fire (and direction)

Hold Fire

Stop shooting immediately and do not reopen fire

Used to direct fire (Eg: Shift Fire Left! Shift Fire Left! Shift Fire Left!)
(Mostly used in Friendly Fire situations: FF must not be
returned!) (Eg: Hold Fire! Hold Fire! Hold Fire!)

Rates of Fire
~1 aimed shot/burst (6~8 rounds) at 1 second intervals
Rapid Rate
=> Command is Rapid Rate, Rapid Rate

Normal Rate
Default mode

~ One shot (burst) every two or three seconds.


=> Command is "Normal Rate! Normal Rate!".

Slow Rate

~1 aimed shots/burst each 6 -10 seconds


=> Command is "Slow Rate! Slow Rate!"

Watch and
Shoot

Rapid fire at any visible targets.


=> Command is Watch and Shoot

UOTC Basic Infantry Field Handbook

Actions on ...
Depending on current Situation and fire control orders. FTL decides.

Contact (REEF Reaction to Effective Enemy Fire)


1.
Call Contact (see above)
2.
Everyone seek cover, (or go prone) and form line (towards
reported enemy) Exception is: if taking effective fire while in the open from enemy in
superior position then sprint to cover (if available)
3.
Everyone looks for enemy positions

and tries to make the reports

more precise / fill in missing information.


Keep communicating, avoid tunnel vision, watch out for flanking enemies!
Especially the FTL is tasked with finding the enemy (use binos)

4.
Everyone returns fire (rate=rapid) to the direction the contact was
reported at, especially the AR needs to suppress immediately.
Everyone is expected to shoot! If no visual enemy is present, shoot at suspected positions
and/or the general direction.

5.

FTL decides further actions

Common actions: report contact to superiors, adjust Rate of fire, initiate Fireteam rush
(bounding by peel front), initiate peeling and/or flanking, initiate egression and break
contact (reverse bounding, ,peel rear), get reinforcements / support, Execute 4-F's

Ineffective or no enemy fire *


1.
Call Contact
2.
All members hit the dirt and form line (towards reported enemy)
3.
Open fire only when ordered to (Fire Fire Fire, or Watch and
Shoot or Weapons Green)
4.
FTL decides further orders
Common actions: report contact to superiors and wait for orders, hasty defence/attack,
withdrawal, move to better position,
* If you hear firing but are not involved yourself you should continue on mission, if your
CO wants you to stop he'll order you to

UOTC Basic Infantry Field Handbook

Casualties
1.
You see a wounded comrade:
Call out Man down!. Await FTLs orders while continuing the fight.
Usually FTL decides on : Ensure 360 security, then bring the casualty to cover.
(Only extract the buddy if its safe! If it's not, continue the firefight). Apply first aid in
order of severity. Further actions: Call in Squad medic, CASEVAC, etc

2.
You are the casualty:
Call out I am hit! Communicate to FTL. Under FTL direction: assess your
wounds. If minor: continue firefight until the current magazine is empty. Get to cover and
treat your wounds, then return to the fight (communicate status UP)

Status report ( ACE Report)

FTL may request ACEREP from his subordinates to get


information on the team's status; respond in team order.

FTL: At least collect and send to SL as soon as firefight is


completed.
A mmo
General ammo status:
green = plenty of ammo left
yellow = roughly half, but can continue mission
red
= nearly out of ammo, unable to continue
mission effectively
C asualties

KIA and WIA of your team; at individuals: health status


green = no sustained injuries
yellow = light injuries, but fighting ability is not hindered
red
= critical injury that prevents mobility or
needs immediate attention
black = KIA (add names of soldiers)

E quipment

If critical equipment is used or lost (Satchels, AT, M249, ...)


green = Report changes (no change AT4 expended)
red
= only if mission-critical equipment was lost

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UOTC Basic Infantry Field Handbook

Team Movement & Control


Golden Rule of UOTC Movement - Lead Element Always Moves First.
Move When Ready
Execute command when ready.
Halt/Hold
Stop current movement/Use 360 security!
Pull security
Squad Squad Squad
Group Group Group
Team Team Team
Bound

Establish all-round security


Support Bounding by Squad
Support Bounding by Fire Team
Support Bounding by Buddy Team
Sprinting between cover

Proword

Description

Example

Move

Walking (default) in specified direction.


Start or continue movement

Alpha Move North


MOVE!

Sprint

Sprinting to area. (Specify Direction &


destination)

Alpha Sprint North,


treeline Move.

Bound

Sprinting under cover of support team.


(Support team calls the trigger Covering)

Alpha Bound North, treeline


Bravo will cover

Peel

Lateral Movement (right or left) [With


or without destination]

Alpha Peel Right! Peel


Right! Peel Right!

Short Bounds 3sec to prone. Specify Direction.


Support covering. Default = Group

Alpha Rush, North


Group, Group, Group.

Rush Rear

Break Contact by Short Bounds (3 sec) .


Default = Group. Specify direction

Alpha Rush Rear,South


Group, Group, Group.

Traveling
Overwatch

One team on point with second team


trailing

Specified by increased
spacing. 11 Wide Order

Bounding
Overwatch

Traveling with lead team moving with


support team covering, then lead team

Alpha Bounding
Overwatch North,
Group, Group, Group.

* See Appendix

Rush
* See Appendix

covers while support team moves. Repeat.

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UOTC Basic Infantry Field Handbook

This page has been deliberately left blank.

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UOTC Basic Infantry Field Handbook

Appendix 1 - Peeling
Peeling is used to get quickly into nearby cover with the squad moving
either left or right of its line, usually whilst under fire. Effective
suppression of the enemy will assist in maintaining good security
throughout the maneuver.
It is not meant for long distances. It is better to prepare the team in safety
(Team, we are going to cross that street, if we get under fire, peel back
left into cover).
1.
FTL calls PEEL LEFT, PEEL LEFT (or right)
More details if time permits (.. behind the wall)
2.
Right-most soldier turns outwards and runs along behind the line
3.
When reaching the next comrade, call <Name>, last man! to get
him prepared
4.
When reaching the second comrade, call ONE MORE!
This is the signal for the last man to begin his peel (start at 2.)
Note: In a squad call ONE MORE half way down the line.

5.
When reaching the end of the line, get back in line formation and
call SET.

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UOTC Basic Infantry Field Handbook

Appendix 2 - RUSH
Movement from the prone position into a quick run for the duration of at most 3 seconds, finished
with dropping on the floor again. (Memorize: I'm up, they see me, I'm down).

3 seconds is the time an average shooter needs to get aim on you and fire.

Short Bounds
Bounding works at any organizational level and is used to advance towards
known or suspected enemies. There is always one base of fire element
(trail) and one maneuver element (lead). These elements are designated
by the SL or FTL as and when required, and are usually located in line
beside each other. Bounding is usually verbally guided by the leader: (The
following example assumes FT-level)

1.
FTL prepares by assigning base of fire and maneuver elements
by using buddy teams: Alpha, Rush, North, to treeline Buddy one is
Maneuver Element Buddy 2 is Base of Fire, GROUP GROUP GROUP!

2.

Cover team establishes cover

With enemy: Buddy 2 starts covering fire and says Buddy 2 Covering!
Without enemy: Buddy 2 provides cover, scanning, weapons up & says Buddy 2
Covering!
3.
FTL calls Moving! and starts a fire team rush with his buddy the AR.
4.
Buddy 1 establishes cover. After short bound (3 sec) goes prone and
covers like above, either by shouting Covering! or by suppressing fire

5.
BOF bounds up the same way (calling Moving! etc.)
6.
Finally the FTL gives either new orders or the order for the
maneuver element to start the next bounding cycle (often implicit).
Successive Bound (default)
Alternate Bound

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UOTC Basic Infantry Field Handbook

Appendix 3 - Fireteam Roles


The fireteam is the smallest combat-effective unit possible.
FTL ( or TL) Fireteam Leader

Uses his team as his weapon; keeps tactical overview: Fighting is


second priority.

Assigns tasks when necessary and keeps the team together

Communicates with his Squad leader

Assigns Buddy Teams and their leaders (usually FTL+AR / GR+RM)

Assigns who is in charge if FTL gets killed (chain of command)

Establishes formations and maintains the members combat


spacing

Controls and directs the team's fire (weapon state, rates of fire, ROE)

Gives decisive orders (tell who to do what) and leads by example

Always communicates to the team:

Current situation and further plans (goal to achieve)


AR

Automatic Rifleman
Has 66% of the team's firepower
Usually covers the fireteam's priority sector
Suppressing and fixing the enemy with area fire (unless told otherwise)
Controls own rate of fire and is always aware of how much AR
ammunition is left
On contact, achieve fire superiority

GRN Grenadier

Is proficient with the grenade launcher and knows when to use it

Attacks enemy with indirect (when hidden) and direct fire

Focus on high value targets (machine guns, clusters of enemy, bunkers etc)
RM

Rifleman
Role is flexible, as the situation and the FTL decides
Delivers accurate and precise point fire (under the direction of the FTL)
May carry AT-Launcher, extra ammunition or special equipment

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UOTC Basic Infantry Field Handbook


Appendix 4 - General Responsibilities

Know and assist your team

Use direct speak stay off the radio.

Always work in your buddy team, but also in the fire team

Know the names and roles of your comrades (note it down)

Know where your comrades are

Know what they are doing (arc of fire, special orders, etc)

Tell your teammates what you are doing

Tell teammates when your weapon is down and when it is up again

Notify leader when your buddy goes down

Notify team when you are hit

Echo commands given by the FTL, (Show team you understand)

Avoid friendly fire: Always go behind your comrades, not in front


Know the bigger plan

Make sure you know what the FTL plans to do next

Know important locations

Know positions and movement plans of friendly troops


Know the enemy

Maintain situational awareness and stay alert.

Report contacts (double reporting is less worse than not reporting at all)

Tell the team anything suspicious you see


Know the environment

Look for appropriate cover and concealment in case you need it

Look for possible enemy positions

Look for effective firing positions for your weapon;


Let the FTL know when you can't find one
Know what to say and when to say it

Think before you talk (stay off the radio)

Be clear and concise.

Appendix 5 - General Communication

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UOTC Basic Infantry Field Handbook
Personal Status
Hit / Down
A Person is wounded or dead.
Weapon down A Weapon is temporarily out of order (jammed etc)
Weapon dry

A weapon is out of ammo.

Up

Person or Weapon returned to operational state.

Set

Ready at the pre-agreed position.

Covering

In position, weapon up and scanning or firing.

Ready

I did what you told me and now Im ready for orders.

General warnings
Frag out
You are about to throw a frag grenade.
Grenade

Grenade is about to explode near friendlies, take cover.

Incoming

Indirect fire (Artillery, Mortars...) is about to splash near


your position, take cover.

General terms
Roger/Copy
Affirmation: I understood that, I will do as ordered
Negative

Did not understand OR can't confirm etc.

Stand by

Get ready to execute aforementioned (or obvious) action


OR signal that further information will be passed shortly

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UOTC Basic Infantry Field Handbook

Appendix 6 - Reports
COUNT (and RADIOCHECK)
Each unit will, in numerical order, respond with its callsign (or Roll at FT
level). Used as a quick check to see if and which teammates are down. Example: TL:
Alpha ...Count .. Over; AR: AR, GRN: Grenadier, RM: Rifle
Radiocheck: As COUNT, but also say quality of radio link (loud and clear, 5 x 5)
SALTA: FTL reports enemy sightings to SL (only proven facts again) - or SL to PL
S ize
Size and Type of enemy force. Simplify when possible (20 Men = platoon).
Identify vehicles if possible.
A ctivity (enemy)

Posture, movement speed+direction, activity (patrol, ...)

L ocation

Reference to map points. Or Grid coordinates.

T ime

Time of the spotting or period of observation.

A ction

What your team intends to do.

Situational report (SITREP): FTL reports the current situation to SL


1. Your location (grid, position, ...) and displacement
(Holding near train station, spread out 50m east to west, etc.)

2. Current situation at the location


(We are moving through, we are holding here, we are defending this position, we
are staging for attack, we are receiving no enemy in area and are secure etc)
Own actions (What do you plan on doing)

3.
4. Administrative points

(Do you need anything? Ammo? Medical? Supplies? Reinforcements? Etc?)

Location Status/Report (LOCSTAT): FTL reports team's position to SL


1.
2.

Send location and displacement of own position.


Send location of intended destination

Example: ALPHA, 200m South West of BP2, Displacement 50 meter west to east,
... moving West to BP3.

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UOTC Basic Infantry Field Handbook

Appendix 7 - Radio procedures


Radio ABC: Accuracy, Brevity, Clarity
Generic message layout
1.
Initiate traffic: Call in receiver, and tell them your callsign
S: <receiving callsign>, this is <sending callsign>
R: <callsign> SEND (<quality of net like loud and clear>)
2.
Message(s)
S/R: <own callsign> <Message>, OVER (or BREAK)
(Announce longer messages with MESSAGE)
3.
Ending traffic: Initiator always terminates traffic
S: <your callsign> last Message, OUT
General radio terms
Break

Used to announce a short pause (wait for sender to continue).


Also used to split up lines in a formalized message.

Over

This message is finished, you are clear to speak

Out

The whole conversation is over, i don't expect an answer

Message

I want to send a longer message, please stand by.

Wilco

Will comply with your order

Oscar Mike

On the Move, i am moving now, i'm on the way

How Copy

Did you understand the last message?

Solid copy/Ack

I understood your last message, transmission was good

Say again

Please Repeat last message, last order, etc.


Note: Repeat means redo the last fire mission; FO/FAC only

Wait out

Please wait, will respond soon (12 Contact, wait OUT!)

Not heard

No response heard. Example 12 this is 16 Not heard OUT

Read back

Sender wants you to repeat important information to make sure


they were understood right. (Figures like grids etc)

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UOTC Basic Infantry Field Handbook

Appendix 8 - Clearing Backblast procedure


AT gunners must always clear the backblast area prior to firing:
1.
Scan and warn: CLEAR BACKBLAST!
When preparing an AT shot, quickly scan to your left and right to make
sure you don't kill yourself or others from your backblast.
While doing so, yell out CLEAR BACKBLAST! at least once loudly
(direct speech, not radio).
2.
Clearing the backblast:BACKBLAST ALL CLEAR!
Any soldier nearby, when hearing the warning call, must immediately
leave the danger area and announce it.
Any individual that is not within the backblast area double checks it is free
of friendly personnel. When it has been visually confirmed that it's free, he
yells BACKBLAST ALL CLEAR!
3.
Preparing the fire: ROCKET, ROCKET, ROCKET!
When the Backblast was cleared OR the gunner can visually confirm
himself for sure that it is clear, he says loudly and clearly three times
ROCKET...ROCKET...ROCKET!
4.
Firing (verify aim and pull trigger)
After the last warning, the gunner verifies his aim and launches the rocket.
He stays alert to cancel requests from comrades in case someone has
entered his backblast danger area.

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UOTC Basic Infantry Field Handbook

Appendix 9 - The Firefight


The 4 F's
F ind

Locate the enemy and determine what it is doing (defending?


flanking?)

F ix

Achieve fire superiority. You have it when the enemy fire


decreases significantly. When fire superiority is established,
maintain it. Fire superiority is your first priority!

F lank

When the enemy is fixed, send troops to his flank in order to


negate enemy cover. The maneuver element should move
fast and in cover while the base-of-fire element maintains
suppression. Once in a good flanking position, open fire from
there too.

F inish

Troops from the maneuver element should enter the enemy


position to clear it of any remaining enemy.

Actions after a firefight


1.
FTL organizes a hasty 360 defence for possible counter attacks
2.
FTL requests his team's status (via ACEREP) to get an overview
about ammunition state, casualties and special equipment
3.
FTL organizes treatment of casualties and distribution of weapons,
ammunition and equipment
4.
FTL reports status to superiors (SITREP + ACEREP)

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UOTC Basic Infantry Field Handbook

APPENDIX Range and Size estimation


Basic formulas:
(metric)

Range = 1000 * Real-Size / Mils-in-Scope


Real-Size = Range / 1000 * Mils-in-Scope

Object

Height

Width

Length

Person (standing, w. Helmet)

~1,80 m

Person (crouching, w. Helmet)

~1,55 m

T-72 (Hull, without MG or Gun)

2,20 m

3,37 m

6,95 m

T-90 (Hull, without MG or Gun)

2,10 m

3,30 m

6,95 m

BTR-90

2,98 m

3,20 m

7,64 m

BMP-3

2,44 m

3,20 m

7,31 m

Kamaz-5350 (Height at driving cab)

2,75 m

2,65 m

7,70 m

Ural-375 (Height at driving cab)

2,75 m

2,65 m

7,62 m

UAZ-469

2,02 m

1,79 m

4,03 m

M1 Abrams (Hull, without MG or Gun)

2,25 m

3,80 m

8,00 m

Bradley (Hull, without Antenna or Guns)

2,95 m

3,25 m

6,71 m

HMMWV

2,02 m

2,35 m

4,70 m

Hilux

1,91 m

1,95 m

5,35 m

Binoculars: Each line is 5 mils (Numbers: x * 10 = mils)


Acog: The width of the horizontal lines equals the width of the shoulders
at the given range (Numbers: x * 100 = range)
Sniper scopes: Each dot is 1 mil
M145 (Machinegun optics): The vertical gaps represent the height of a
crouched person (152,4 cm) at the range indicated by the adjacent hor. line
* Quick distances should be spoken in hundreds and fifties to distinguish from directions.
Example 200 = two hundred = 200 meters

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UOTC Basic Infantry Field Handbook

APPENDIX 11 Compass Directions


Directions are best referred to as compass directions.
Cardinal Directions = North (N), South (S), East (E) and West (W).
Ordinal Directions = Northwest (NW), Northeast (NE), Southwest (SW), and
Southeast (SE).

Azimuths (commonly called bearings) are discouraged for quick references but
when used must be spoken as 3 separate digits
Example: AZ 086 degrees will be spoken as Zero, .. Eight, .. Six. NOT as Eighty Six.

Subordinal Compass Directions:


Many players find it easy to use more
detailed directions. With a little
practice using Cardinal and Ordinal
compass directions you may find
yourself naturally starting to specify
points between the ordinal bearings.
Avoid using numbers for direction

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