Numonics Flashcards
Principles of battle procedure
(Cake)
Concurrent activity
Anticipation at all levels
Knowledge of the grouping system
Efficient drills
NATO sequence of orders
(Pink sergeant major enjoys sucking cock)
P-Prelims
S-Situation
M-Mission
E-Execution
S-Service support
C-Command and sigs
Principles of a warning order
(Spotoca)
S- situation
P- probable mission
O- own main effort
T- timings
O- O group
C- Command and sigs
A- Acknowledgment
6 section battle drills
Preparation
React to enemy fire
Enemy location
Suppress the enemy
Assault enemy position
Re-org
Aim of battle procedure
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.
Principles of battle prep
Protection
Ammunition
Weapon
Personal cam
Equipment
Radio
Specialist equipment
Orders
Principles of defence
(DAMSOD)
Depth
All round defence
Mutual support
Strike force/reserves
Offensive spirit
Deception
Composition of an ambush
Killing group
Cut offs
Rear protection
Principles of an ambush
(SBSMUGSRPC)
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
Op battle procedure
(PMRORE)
Planning & preparation
Move to FRV
Reconnaissance
Occupation of the position
Routine & operation
Extraction/withdrawal
An op must have the following
(Coc)
Comms
Observation on the target
Concealment
And op should have the following
(Cocoad)
Cover from fire & view
Observation of all likely approach routes
Covered approach routes and exits
Observation arc as wide as possible
Alternative position
Defendable
An LUP must have the following
Comms
Concealment
Types of op
Surface
Sub surface
Partially dug in
Enemy group report
(Salute)
Size
Activity
Location
Unite/uniform
Time
Equipment
Individual report
(A-H)
Age
Build
Clothing
Distinguishing features
Elevation
Facial features
Gate
Hair
Sex
Weapons report
(Tacs)
Type
Ammunition
Carriage
Sights
Vehicle report
(Scrim)
Size
Colour
Registration
Identifying marks
Make/model
Elements of a good firing position
(MBN)
Muscular relaxation
Bone support
Natural alignment to the target
Factors of a good firing position
Left hand, left elbow and legs
Position of the butt
Right elbow, right hand
Spot weld/cheek position and eye relief
Relaxation
Breathing
Factors effecting the application of fire
(Flapwiw)
Firing position
Light (lights up sights up)
Attachments
Positional support
Wind
Inefficient zero
Wet and oily ammo
Wind- factors effecting the application of fire
(DSR)
Direction of the wind
Strengths of the wind
range to the target
Considerations when stalking
(REDSOAP)
Risks taken early
Enemy location
Disturbance to wildlife
Sense of direction
Observation
Alertness
Personal camouflage
Tasks of an OP
Cover gaps in defence
Early warning system
Gain Intel
Bring down/adjust fire
Principles to obtain good comms
(VLAMPS)
Vertically polarised
Line of sight
avoid screening
Movement may clear dead spaces
Position of antenna
Safety
Why things seem closer
Good light
Sun behind observer
Object bigger than surroundings
Dead ground between
Uphill obs
DST
How do you workout 3kph
Remove the decimal
Double it
Convert to minutes
DST
How do you workout your time if you’re going 4kph?
Remove the decimal
Half it
Add together
Convert to minutes
DST
How to you workout your time if you’re going 5kph?
Remove the decimal
Divide by 5
Add together
Convert to minutes
DST
How to you work out your time if you’re going 6kph?
Remove the decimal
Convert to minutes
Relating map to ground
(DDCRAPS)
Direction
Distance
Conventional signs
Relief
Alignment
Proximity
Shape
Principles of survival
Size up the situation
Undue haste makes waste
Remember where you are
Vanquish fear
Improvise
Value life
Act like to locals
Learn the basics
Aids to judging distance
Section avg
LRF
key ranges
Bracketing
Halving
Ranging fire
Principles of CQB
Speed
Surprise
Violence of action
Fundamentals of CQB
Dominate the enclosure
Eliminate all threats
Control all occupants
Search the dead
Search the room
Search the living
Sitrep
Extract
5 step method of entry
Clear doorway
Clear immediate area
Clear your corner
Sweep your arc of fire
Establish a dominant position
Types of harbour
Triangular
T-shape
Linear
10 factors to consider when selection a rout
Ploughed fields
Wildlife
Camouflage
Actions on
Movement
Directional change
Roads and tracks
Advantage of noise
Steep slopes
Silhouette
List 3 factors you should consider before a stalk
Enemy location
Line of advance
FFP
Snipers priority list (6)
1-Enemy snipers
2-AFV or FSG crews
3-helos at the hover
4-HVTs/officers
5-RO’s/runners
6-exposed mission essential kit
Air photo title strip info (8)
-DTG
-Service
-Photo number
-Sortie number
-Aircraft height
-Security
-Who was it
-Focal length
Types of hides
-belly/bush hide (up to 24hrs)
-subsurface (up to 72hrs)
-semi permanent (72+hrs)
Tasks of an urban op
-local reactions of friendly forces
-monitor O groups
-call in QRF
-reactive
STAP (defence engagement)
-sniper
-target
-aquision
-plan
RIBIN (what you can use air phots for)
R-recce
I-intelligence
B-briefing
I- ID targets
N-nav
Ridactr (spotter to shooter dialogue)
R-Range
I-indication
D-deflection
A-aiming marks
C-confirmation
T-timing
R-report
Tasks of a recce
C-collect topographic info
L-locate enemy positions
O-obtain info on enemy equipment
C-check own mines/wires
T-to conduct CBRN patrols
Mirage
B-boiling 2-4mph
D-drifting 5-7mph
R- running 8-11mph
R-Racing 12mph+
Elcan field of view
Hmnvs field of view- 710mils
6x acog field of view- 59mils
Index contour thick brown line
Every 50m
Snipers mission
Find, fix, finish c2. Provide long range precision fire day and night in all phases of war and direct fires
Cages
C- channeling
A- aiming markers
G-ground
E-environment
S-signs
Ground sign
R-regularity
F-flattening
T-transfer
C-colour change
D-discardables
D-disturbance
5 things to an IED
-power
-initiator
-container
-switch
-charge
Types of bombs
UXO
ERW
Home made
Types of sign
Top sign
Bottom sign
Parts of a foot print
-initial/main strike
-foot roll
-terminal point
General rules for alterations
Never adjust on first shot
Never adjust on bad shot
Never adjust within your ESA
Two shots apart but not central on the target (make 50% adjustment)