Interactive walkthrough
Conditions
The squad is moving in formation and receives effective fire from an enemy force it can plausibly handle, roughly squad sized or smaller. Cover exists within a short bound of the formation and the squad still has the ammunition to fight. The drill starts on contact, without an order, and runs until the squad leader announces a decision.
Standard
Every soldier returns fire and reaches cover within the first few seconds, and the volume of incoming fire drops off measurably as the base of fire builds. A rough contact report goes out inside about fifteen seconds, with a SALUTE following once the picture is clear. The squad leader announces assault, bypass, or break contact before the squad has spent half its ammunition, and the drill ends with security set, ammunition redistributed, and an ACE report rendered.
Execution
- Return fire in the direction of the incoming rounds immediately, before you have a target.
- Shout the contact call with a direction so the rest of the squad orients on it.
- Get off the line of march. A squad strung along a road or trail feeds an entire enemy burst.
- Take the nearest cover that still lets you shoot, not the nearest bush.
- Rear and flank security keep facing outboard and do not join the front fight.
- Build volume first and precision second. A wall of fire in three seconds beats aimed shots in ten.
- Put the automatic rifle on the widest or most dangerous enemy position and let it set the rhythm.
- Throttle back to a sustained rate once the incoming fire slackens, so the base of fire can hold for minutes.
- Stagger reloads across the line so a silent gap never opens.
- Use smoke to blind the enemy position or to screen the route the assault element will use.
- Fix the enemy by direction, distance, and description before anyone maneuvers.
- Find the flanks of the enemy position. Seeing one muzzle flash is not knowing where the position ends.
- Look for a second position or a supporting gun before treating the first one as the whole enemy.
- Send a short contact report at once, rough and fast.
- Follow with a SALUTE once the detail is real. Use the format on the SALUTE Report card.
- Answer three questions out loud: is there a usable flank, is there enough ammunition, and does the mission want this fight.
- Assault when fire superiority is held, a covered route onto a flank exists, and the enemy is within the squad's weight.
- Bypass when the enemy is fixed, the objective lies elsewhere, and the squad can break clean without being followed.
- Break contact when the enemy is larger, no flank can be found, or the ammunition will not carry an assault. Run the Break Contact card.
- Announce the decision on the squad net in one sentence, so nobody is still guessing what happens next.
- Decide inside the first minute or two. A firefight that no one ends becomes an ammunition contest the squad loses.
- Hold suppression on the objective for the entire time the assault element is moving.
- Move the assault element on a route the base of fire is not shooting across.
- Call the shift before the assault element enters the danger zone and get an acknowledgement before stepping off.
- Assault through the position and continue a short distance past it. Do not stop on the objective.
- Work the detail of the assault itself from the Squad Assault card.
- Set security on the far side first, weighted toward the direction the enemy could reinforce from.
- Redistribute ammunition from those who have it to those who are empty, before anything else.
- Take an ACE report from each team leader and roll it up. Use the ACE Report card for the format.
- Treat and consolidate casualties, and mark the position so nobody wanders back into it.
- Report the result up and call the next move before the squad settles in.
Who does what
- Squad Leader
- Owns the decision, not a rifle position. Moves where the objective and both teams are visible, keeps the contact report and SALUTE moving, and announces assault, bypass, or break contact out loud.
- Base of Fire Team Leader
- Builds and holds suppression on the enemy position, controls the rate of fire, and calls the shift and lift on the squad net when the assault element reaches its marks.
- Assault Team Leader
- Confirms the covered route onto the flank, keeps the team dispersed on the move, and confirms the shift is acknowledged before the team enters the danger zone.
- Automatic Rifleman
- Anchors the base of fire on the most dangerous enemy position and sets the tempo of suppression. Announces every reload, because the enemy hears the gun stop.
- Combat Lifesaver
- Stays with the base of fire until the objective is consolidated. Treats behind cover, never in the open, and feeds casualty counts to the squad leader for the ACE report.
- Trail or Rear Security
- Faces away from the contact for the whole drill and reports any movement to the rear or flanks. Most squad wipes come from the direction nobody was watching.
On the net
CONTACT FRONT, TWO HUNDRED METERS
GUN UP, SUPPRESSING THE TREE LINE
SUPERIORITY GAINED, ASSAULTING LEFT
SHIFT FIRE, SHIFT FIRE
LIFT FIRE, LIFT FIRE
OBJECTIVE CLEAR, CONSOLIDATE, ACE UP
Key points
- Speed and volume in the first ten seconds decides the fight. The side that gets a wall of fire up first takes the initiative and usually keeps it.
- Cover first, concealment second. Foliage stops nothing, and in game a berm, a low wall, or a vehicle hull is worth more than any amount of brush.
- Suppression is a state held over time, not a burst. If the enemy is still returning accurate fire, suppression has lapsed and the assault stops where it stands.
- Positive identification before firing at movement. In a maneuver drill more losses come from the base of fire than from the enemy.
- Report early and correct later. A rough contact report now beats a perfect one in two minutes.
- The decision is the drill. Getting into a firefight is reflex; choosing how to leave it is the only part that needs a leader.
Common mistakes
- Everyone goes prone and the shooting stops. Silence after the first burst hands the initiative straight back to the enemy.
- The squad piles into one piece of cover. One grenade, one burst, or one vehicle then takes out half the element.
- The assault steps off before suppression is real, because the maneuver team got impatient waiting on the gun.
- Nobody calls the shift or the lift, and the base of fire keeps firing across the objective into its own assault element.
- The squad leader lies down in the firing line and becomes another rifleman. No decision gets made and the firefight drags on until the ammunition is gone.
- The squad stops on the objective to loot instead of pushing past it and setting security, then gets hit by a second position or a counterattack.
The React to Contact Lane at Camp Neptune is the parent lane for the whole battle drill set. Run it here until the decision point is fast and audible, then branch onto the Break Contact and Squad Assault lanes, which both pick up exactly where this drill's decision leaves off.
