RASP is a requirement for all rangers within Task Force Jackal, once this training is complete, you should have a further in-depth understanding of how TFJ operates during operations and the tactics we use. This training will provide all basic knowledge of the infantry skills we expect you to demonstrate. Not everyone needs to be a ninja, but at least you can larp as one.
Rules of Engagement are pushed out at the beginning of a campaign but can change per mission if they need to. A good rule of thumb is if they are armed and engaging you, they are normally an enemy. This comes with the exception of unarmed people classed as spotters.
During operations, you should always follow directions from your Team Leader or Squad Leader. If your team leader goes down, you are to go firm and await orders or a regroup from the TL or SL. If they don’t come, wait until your leader returns. You aren’t to move on your own.
RTR is the method of returning fire when being engaged by the enemy. RTR is broken down into 3 stages.
Return Fire (3-5 Immediate shots in the direction of the enemy fire)
Take Cover
Return Appropriate Fire
Once RTR is complete, you will move onto the 3 stages to eliminate the enemy.
Observation - Accurately locate the enemies position through communication and callouts.
Fire - Engage the enemy with accurate and superior fire in order to suppress and eliminate.
Movement - After being engaged, you are now vulnerable and possibly inside their killing zone. It is important you move as quickly as possible to either fallback or a set up location to assault the enemy.
Usage of accurate and superior firepower is key to beating the enemy in engagements. Ensuring that you are maximising your damage whilst minimising the amount of ammunition you use per engagement.
Once in a strong position, you are to look towards assaulting the enemy. Either by utlising the whole team, or breaking off an assault group to clear their position. Remember that we are strong in numbers and that is where we will deal the most damage.
###4.2 - Sprint, Combat and CQB Stances
Utilising your stances and speeds during operations can be a game changer. Knowing when to sprint, get your weapon ready or switch to aiming can shave valuable seconds off of an engagement.
Depending on the direction of the peel, you start with the furthest man away, they pull back from their location and run BEHIND their team to the very end (utilise this time to do a mag change) they then reach the end of the team and rejoin the firefight. Remember to say SET when passing the last man so the next operator can start their peel and save time.
Bounding towards an assault can be tricky, it factors numbers, position and terrain. The basic principle is you split into two groups, one advances whilst the other provides fire support. You should be covering a sufficient enough distance as your support team has ammunition. The fire support team should be alternating between one another as to not fully expend their ammunition at the same time. 1st man fires and as he drops to low ammunition, the second starts to give a short 3-5 second period of double fire rate. Communication here is key. The advancing team should be radioing MOVING when they are moving and radioing SET when they are back down. Utlising your radio to inform your team of magazine changes is also very helpful.
Falling back whilst bounding works the same way as assaulting, the only difference is you’re moving away from the enemy. When the team falling back is moving, they should remember to face each out from each other.
Bounding on roads is a little different, the middle of the road is the killzone as it will have little to no foliage and in most circumstances zero cover. When bounding at a road you should be on either side of it. When moving you should be turning outwards to the rest of your team and running on their outside. Running on the inside can cause you to move into friendly sights and thus risk a blue on blue instance.
When manoeuvring around the battlefield, we use a plethora of formations to ensure we are in an organised manner to ensure maximum firing capabilities on all flanks in the case of contact. All formations should utilise 10-15 metre spacings between the man in front. Reducing this gap when in night operations or dense foliage/jungles.
The most common formation used, it’s a single straight line. Maximum fire can be provided to the left and right flank but lacks immediate fire to the front and rear. Can transition to a Baseline in case of front or rear contacts.
Used when advancing along prominent roads. Staggered either side of the road in lines.
Used when advancing towards a known enemy and contact is imminent or difficult terrain that leaves us exposed and vulnerable. Good fire to the front and rear due to being able to quickly form a baseline. Exposed left and right flanks.
Used when in a static stack or vehicle drills. Front man facing forward, then alternating left and right cover depending on location with the rear man facing rear.
Used when actively in a firefight in open terrain. Form a nice straight line to maximise fire towards the enemy. Able to manoeuvre easily due to bounding and peeling tactics.
Should be used whenever static and not preparing to breach. All operators should be facing outwards and covering a full 360 degree arc. Squad leaders should be in the middle having the ability to see their whole team and action tactics from there.
Close-quarters combat (CQC) is a tactical situation that involves a physical fight with firearms involved between multiple combatants at quite short range.
When preparing to breach into a location, most if not all members of the team should be present and aware of what is about to take place. Fresh mags are to be fitted and the correct grenade selected prior to the break-in.
This is when a team of 4 or more Operators are stacked at a doorway in single file.
Pointman will be facing and watching the door at all times to make sure no goes in or out of the building.
Second man should be watching over the first man for fire support
The third man should be watching the sides (if we are in an urban environment looking at other houses and balconies.)
The fourth man should always be watching the rear to prevent external forces or civilians from approaching the stack.
This is when a team splits into 2 equal or balanced teams. Team 1 will be taking the left side of the door. Team 2 will be taking the right side. If numbers permit, the facing of the operators should match the Stack Breach.
The two types of clearing we do in this unit is Button-Cross and Criss-Cross.
This is when the team is moving into a room and they turn right or left depending on what side of the door they are on. The first man through the door should instantly be going to his opposite. If he is stacked on the right side prior to the break-in, upon breaking in they should be moving into the left.
When the pointman opens up the door on his callout the team will move in a flowing movement they will go straight into the room just heading forward instead of going in and turning straight away. This is a very fast and efficient way of clearing a room and should only be done in extreme cases where speed is of the essence.
Good callouts and communication are a key part of CQC. When the first man enters the room he should be calling out anything he sees so that the next man knows what he is walking into and where he should look to make sure nobody comes out of that area.
Clearing stairways can be the hardest thing about clearing a building as there are so many ways you can be engaged from.
Show them how to utilise the kicking with melee and how to kick doors open. Along with shooting locks open in extreme situations.
Remember that the AI can hear you, lower your voices to reduce the radius of this
Breach - The single act of breaching a building and nothing else.
Breach and Clear
Break In
When escorting a HVT, their safety is your highest priority. Placing operators in every direction to shield them from enemy fire. Whoever is left over should be split between the direction of travel and the unit's rear. The forward team is looking for threats before they reach the HVT’s location and the rear team and protecting the stack from the rear. If anyone pushes off from the escort, the HVT must be moved to a safe location until everyone is set in place and ready to move off again.
Utilising vehicles is a good way to increase our firepower and protection. Majority of the time we will be utilising MRAP’s. These vehicles will have either a turret with a gunner or a Crows Gun with a gunner.
When using the vehicles for assaulting locations, the dismounts should walk in tandem with the vehicle to increase the overall firepower of the unit. Using the rear of the vehicle as protection and a firing position.
Speed Limiter at 5 for advancing with infantry dismounts.
Everyone is to be trained on how to use LAT Launchers, regular riflemen will be carrying these.
Ensure the individual understands how to operate belt fed weapons, it isn’t hard to grasp. Maintaining short sharp bursts of 3-5 rounds for suppression and then also showing the ability to put massive amounts of rounds down on hardened targets to neutralise them.
Again as easy as Automatic Rifleman, ensure they know how to range a grenade launcher correctly and get 40mm on target quickly.