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 drill ends when the squad leader announces assault, bypass, or break contact before the squad has spent half its ammunition, and names the drill the squad is now running so nobody is still guessing.
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 whichever element moves next is going to 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.
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.
- Team Leader in Contact
- Gets his team on line and engaging, builds and holds suppression on the enemy position, controls the rate of fire, and tells the squad leader whether he can hold it. That answer is half the decision.
- Team Leader not in Contact
- Holds his team off the firing line and oriented out, and finds the covered route onto the flank so the squad leader is choosing between real options rather than guesses.
- 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
- Treats behind cover, never in the open, and feeds casualty counts to the squad leader while the fight is still running. Casualties are an input to the decision, not paperwork after it.
- 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
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 nothing that comes after this drill is safe to start.
- 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 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 decision is made but never said out loud, so half the squad is still fighting this drill while the other half has started the next one.
- The leader decides on the flank he wants rather than the one that exists. If nobody has actually found a covered route onto it, that is not a vulnerable flank, it is open ground with a name.
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.
