Was going through the Americas Army forum and found that INS had so good parallels with this post, especially with the tactics. (Well because they are both based on the US Army...but it was still a good read)
http://forum.americasarmy.com/viewtopic.php?t=34255
I especially thought this part was applicable
http://forum.americasarmy.com/viewtopic.php?t=34255
I especially thought this part was applicable
Numerous tactics are utilized for CQC situations which are required to optimize the insertion and subsequent clearing of all hostile within the confines of the building/room targetd for breaching.
SInce AAO has numerous CQC missions I will describe serveral tactics which has helped me and others I play with on regular basis
IIIA)-Approaching the Building or Breach Point.
One of trademarks of America Army Operations is the use of limited visibility conditions. Whenever possible, breaching and entry operations should be executed during hours and conditions of limited visibility.(as if we hve a choice lol Players should always take advantage of all available cover and concealment
when approaching breach and entry points. When natural or manmade cover and concealment is not available, Players should employ obscurants to conceal their approach.not available in AAO yet e.g.interactive/movable objects)
There are times when Players will want to employ obscurants to enhance existing cover and concealment.(not availablein AAO as of yet) Members of the breach/entry team should be numbered for identification, communication, and control
purposes.
(1) The number one man should always be the most experienced / mature member of the team, next to the team leader. The number one man is responsible for frontal and entry / breach point security.
(2) The number two man is directly behind the number one man in the order of movement and is normally responsible
as an entry or clearing team member.
(3) The number three man is normally the team leader and is responsible for initiating all voice and physical commands. The team leader must exercise situational awareness at all time with respect to the task, friendly force, and enemy
activity. One technique would be to use the number three man as the breach man. The breach man may employ one of the three breaching techniques, which are:
� Ballistic (Shotgun, Rifle, etc?)
� Mechanical (Hooligan Tool, Prybar, Sledge Hammer, etc?)****(not currently available in AAO)
� Explosive (Door Knob Charge, Chain-link Ladder Charge, E-Silhouette Charge, etc?)***(not currently available in AAO)
(4) The number four man is normally the automatic rifleman and is usually equipped with an M249 Squad Automatic Weapon. He is responsible for rear security and is normally the last man into the room and can respond with a tremendous amount of firepower, should the team leader require him to do so. Another technique is to utilize the number four man as the breach man.
e. Actions Outside the Point of Entry. Entry point position and individual weapon positions are important. The clearing team members should stand as close to the entry point as possible, ready to enter. Weapons are oriented in such a manner that the team provides itself with 360 degree security at all times.
Team members must signal to one another that they are ready at the point of entry. This is best accomplished by sending up a "squeeze". If a tap method is used, an inadvertent bump may be misunderstood as a tap.
f. Actions Upon Entry.
Non-lethal grenades can be used prior to entering any type of structure. If an enemy force is known to occupy a room, fragmentation grenades can be used if the walls and foundations are suitable. A fragmentation grenade has tremendous
overpressure and missile hazard and may severely damage lightly constructed buildings. Team members must exercise fire control and discriminate between enemy and noncombatant targets. Rooms are never entered with less than two men. The #1 or #2 man may shout "Short Room" if the room is too small for the whole team.
g. Clearing the Entry Point.
Team members must clear the point of entry to eliminate the enemy threat and allow remaining team members to move into the room.An entry point acts as a fatal funnel since it is the focal point for enemy weapon acquisition.
h. Clear the Room.
Team members move away from the entry point and assume positions within the room where the threat can be best eliminated. Any threat is eliminated or neutralized as individual team members move to their points of
domination, not once you get there. Never move faster than you can accurately engage targets.
(III-B) Four-Man Stack:
example. To be effective, team members are numbered #1 through #4. The #1 man must act the quickest and make immediate decisions. The #1 Man enters the room eliminating the immediate threat and has the option of moving left or right, moving to one of two corners. His ability to move to a corner will be determined by obstacles, size of the room, and the enemy situation. As he enters through the entry point, he can visually check one of the corners and determine if there is an immediate threat. If there is a threat he moves to the threat, eliminating it as he moves to the corner. If no immediate threat exists in the first corner, he should consider "button-hooking" to the other corner to avoid being shot in the back. The #2 Man moves along the wall in the opposite direction of the #1 Man. Both the #1 and #2 Man clear the breach point, their immediate threat areas all while moving to their dominating corner in the room. The #3 Man goes the opposite direction of the #2 Man inside the room and at least one meter from the door. The #4 Man moves in the opposite direction of the #3 Man. All team members stop when they have cleared the door and have reached their point of domination within the room. NOTE: All team members must be prepared to perform the duties of all positions (#1-4) after initial room is cleared. All team members must be cross trained in each position.
NOTE: Room clearing procedures are techniques or S.O.P.s and not doctrine. Players are encouraged to establish SOPs when they get to their units. However, S.O.P.s for the urban environment need to be well thought out, and may not fit all conditions that the force may encounter. For example, ROE will impact the munitions
employed and techniques utilized during urban clearing operations.
(III-C) Sectors of Fire.
The number one man enters and goes left or right based on immediate threat location. The number two man goes the opposite direction of the number one man and engages all targets of opportunity in his sector. These actions normally result in the room being ?divided? in half and 100% of the room being scanned
except for the upper levels. The number three man enters, clears the fatal funnel to the left or the right, and primarily scans overhead areas. The number four man enters and goes opposite the number three man and continues to provide rear security as the situation dictates.
(III-D) Locking Down the Room.
(1) Control the situation within the room.
(2) Use clear, concise arm and hand signals. Voice commands should be kept to a minimum to reduce the amount of confusion and to prevent the enemy (which may be in the next room) from discerning what is going on. This enhances the opportunity for surprise and allows the assault force the opportunity to detect any
approaching force.
(3) Physically and psychologically dominate.
(4) Establish security / report status.
(5) Cursory search of the room to include the ceiling (3 Dimensional Fight).
(6) Identify the dead using reflexive response techniques (Eye thump method).
(7) Search the room for PIR, precious cargo as per the mission and time available.
(Cool Evacuate personnel.
(9) Mark room clear (chemlights, engineer tape, chalk, paint, VS-17 panels, etc.).(not available in AAO,
sighting room communcation "room secure" then proceed to next area)
Note: Research has determined, that on average, only three individuals out of ten actually fire their weapons when confronted by an enemy during room clearing operations.Close quarters combat success for the player
begins with the player being psychologically prepared for the close quarter?s battle. The foundation for this preparedness begins with the Players?s proficiency in basic rifle marksmanship. Survival in the urban environment does not depend on advanced skills and technologies. players must be proficient in the basics.
III-E. Terrain
(a) Observation and Fields of Fire: Always be prepared to conduct urban operations under limited visibility conditions. This includes the effects of reduced illumination, as well as natural and manmade obscuration. Leaders should ensure
that soldiers are equipped with adequate resources, which allow them to successfully operate in the urban environment under these types of conditions.
(b) Cover and Concealment: Leaders must perform a thorough analysis of peripheral as well as intra-urban areas. Leaders should identify routes to objectives, which afford assault forces with the best possible cover and concealment.
Additionally, leaders should take advantage of limited visibility conditions, which would allow for forces to move undetected to their final assault / breaching positions. When in the final assault position, forces should move as
rapidly as tactically possible to access structures, which afford additional cover and concealment. Leaders must learn to properly employ obscurants and exercise ?tactical patience? to fully take advantage of these effects.
Finally, all members of the urban force must practice noise and light discipline. Soldiers must avoid unnecessary voice communications, learn the proper use of white light, and limit contact with surfaces that may alert the enemy
of their presence.
(c) Obstacles: There are many manmade and natural obstacles on the periphery, as well as within the urban environment. Leaders should conduct a detailed reconnaissance of routes and objectives (this must include subterranean complexes), taking into consideration route adjustments and special equipment needs.
(d) Key Terrain: Analyze which buildings, intersections, bridges, LZ/PZ, airports, and elevated areas that provide a tactical advantage to you or the enemy. Additionally, the leader must identify critical infrastructure within his
area of operations, which would provide the enemy with a tactical advantage on the battlefield. These may include, but are not limited to, communication centers, medical facilities, governmental facilities, and facilities that are of psychological significance.***(not available In AAO or at least not expanded to this type engagement)
(e) Avenues of Approach: Consider roads, intersections, inland waterways, and subterranean constructions (subways, sewers, and basements). Leaders should classify areas as go, slow go, or no-go based on the navigability of the approach. ***(not available In AAO or at least not expanded to this type engagement)
















