Numonics Flashcards

1
Q

Principles of battle procedure
(Cake)

A

Concurrent activity
Anticipation at all levels
Knowledge of the grouping system
Efficient drills

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2
Q

NATO sequence of orders
(Pink sergeant major enjoys sucking cock)

A

P-Prelims
S-Situation
M-Mission
E-Execution
S-Service support
C-Command and sigs

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3
Q

Principles of a warning order
(Spotoca)

A

S- situation
P- probable mission
O- own main effort
T- timings
O- O group
C- Command and sigs
A- Acknowledgment

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4
Q

6 section battle drills

A

Preparation
React to enemy fire
Enemy location
Suppress the enemy
Assault enemy position
Re-org

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5
Q

Aim of battle procedure

A

To launch a frontline marine into battle with the minimum of fuss knowing what he has to do, how he is going to do it and what fire support he has.

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6
Q

Principles of battle prep

A

Protection
Ammunition
Weapon
Personal cam
Equipment
Radio
Specialist equipment
Orders

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7
Q

Principles of defence

(DAMSOD)

A

Depth
All round defence
Mutual support
Strike force/reserves
Offensive spirit
Deception

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8
Q

Composition of an ambush

A

Killing group
Cut offs
Rear protection

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9
Q

Principles of an ambush
(SBSMUGSRPC)

A

Sound intelligence
Battle discipline
Security
Maximum use of fire power
Use of indirect fire
Good control
Simple plan for springing ambush
Recces and rehearsals
Planning and prep
Cut offs

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10
Q

Op battle procedure

(PMRORE)

A

Planning & preparation
Move to FRV
Reconnaissance
Occupation of the position
Routine & operation
Extraction/withdrawal

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11
Q

An op must have the following
(Coc)

A

Comms
Observation on the target
Concealment

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12
Q

And op should have the following

(Cocoad)

A

Cover from fire & view
Observation of all likely approach routes
Covered approach routes and exits
Observation arc as wide as possible
Alternative position
Defendable

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13
Q

An LUP must have the following

A

Comms
Concealment

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14
Q

Types of op

A

Surface
Sub surface
Partially dug in

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15
Q

Enemy group report
(Salute)

A

Size
Activity
Location
Unite/uniform
Time
Equipment

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16
Q

Individual report
(A-H)

A

Age
Build
Clothing
Distinguishing features
Elevation
Facial features
Gate
Hair
Sex

17
Q

Weapons report
(Tacs)

A

Type
Ammunition
Carriage
Sights

18
Q

Vehicle report
(Scrim)

A

Size
Colour
Registration
Identifying marks
Make/model

19
Q

Elements of a good firing position
(MBN)

A

Muscular relaxation
Bone support
Natural alignment to the target

20
Q

Factors of a good firing position

A

Left hand, left elbow and legs
Position of the butt
Right elbow, right hand
Spot weld/cheek position and eye relief
Relaxation
Breathing

21
Q

Factors effecting the application of fire

(Flapwiw)

A

Firing position
Light (lights up sights up)
Attachments
Positional support
Wind
Inefficient zero
Wet and oily ammo

22
Q

Wind- factors effecting the application of fire
(DSR)

A

Direction of the wind
Strengths of the wind
range to the target

23
Q

Considerations when stalking

(REDSOAP)

A

Risks taken early
Enemy location
Disturbance to wildlife
Sense of direction
Observation
Alertness
Personal camouflage

24
Q

Tasks of an OP

A

Cover gaps in defence
Early warning system
Gain Intel
Bring down/adjust fire

25
Q

Principles to obtain good comms

(VLAMPS)

A

Vertically polarised
Line of sight
avoid screening
Movement may clear dead spaces
Position of antenna
Safety

26
Q

Why things seem closer

A

Good light
Sun behind observer
Object bigger than surroundings
Dead ground between
Uphill obs

27
Q

DST
How do you workout 3kph

A

Remove the decimal
Double it
Convert to minutes

28
Q

DST
How do you workout your time if you’re going 4kph?

A

Remove the decimal
Half it
Add together
Convert to minutes

29
Q

DST
How to you workout your time if you’re going 5kph?

A

Remove the decimal
Divide by 5
Add together
Convert to minutes

30
Q

DST
How to you work out your time if you’re going 6kph?

A

Remove the decimal
Convert to minutes

31
Q

Relating map to ground
(DDCRAPS)

A

Direction
Distance
Conventional signs
Relief
Alignment
Proximity
Shape

32
Q

Principles of survival

A

Size up the situation
Undue haste makes waste
Remember where you are
Vanquish fear
Improvise
Value life
Act like to locals
Learn the basics

33
Q

Aids to judging distance

A

Section avg
LRF
key ranges
Bracketing
Halving
Ranging fire

34
Q

Principles of CQB

A

Speed
Surprise
Violence of action

35
Q

Fundamentals of CQB

A

Dominate the enclosure
Eliminate all threats
Control all occupants
Search the dead
Search the room
Search the living
Sitrep
Extract

36
Q

5 step method of entry

A

Clear doorway
Clear immediate area
Clear your corner
Sweep your arc of fire
Establish a dominant position

37
Q

Types of harbour

A

Triangular
T-shape
Linear

38
Q

10 factors to consider when selection a rout

A

Ploughed fields
Wildlife
Camouflage
Actions on
Movement
Directional change
Roads and tracks
Advantage of noise
Steep slopes
Silhouette

39
Q

List 3 factors you should consider before a stalk

A

Enemy location
Line of advance
FFP