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107 Cards in this Set

  • Front
  • Back
Offensive Operations
Operations which aim at destroying or defeating an enemy.

Purpose: impose US will on the enemy and achieve decisive victory
Purpose of the Offense
- Destroy enemy forces, equipment, and resources
- Deceive and divert the enemy
- Deprive the enemy of resources
- Gain information on the enemy
- Fix the enemy in place
- Seize key terrain
- Produce a reaction from the enemy
- Disrupt enemy actions or preparations
Types of Offensive Operations
- Movement to Contact
- Attack
- Exploitation
- Pursuit
Movement to Contact
op seeks to gain or regain contact and develop the situation in relation to an enemy whose general location is known, but exact location is unknown
Attack
coordinated movement, supported by fire, conducted to defeat, destroy, neutralize, or capture the enemy.

- focus for class
Exploitation
Offensive Ops that follows a successful attack and is designed to disorganize the enemy in depth
Pursuit
Op designed to catch or cut off a hostile force attempting to escape, with the aim of destroying it
Types of attacks
Hasty Attack - An attack in which preparation time is traded for speed to exploit opportunity.

Deliberate attack - Offensive action characterized by pre-planned coordinated employment of firepower and maneuver to close with and destroy the enemy
Phases of attack operations
1) Preparation
2) Conduct
3) Consolidation/Exploitation

*Not always a definable separation between them*
Form of Manuever
- basic techniques used to gain an advantage over the enemy

1) Frontal Attack
2) Flanking Attack
3)Envelopment
4) Turning Movement
5) Infiltration
6) Penetration
Ambush (Enemy-Oriented Tactical Tasks)
A surprise attack by fire from concealed positions on a moving or temporarily halted enemy.
Attack by Fire (Enemy-Oriented Tactical Tasks)
Fires (direct or indirect) to destroy the enemy from a distance, normally used when the mission does not require or support occupation of the objective.
Block (Enemy-Oriented Tactical Tasks)
To deny the enemy access to a given area or to prevent enemy advance in a given direction or an avenue of approach. It may be for a specified time.
Breach (Enemy-Oriented Tactical Tasks)
To break through or secure a passage through a natural or enemy obstacle.
Bypass (Enemy-Oriented Tactical Tasks)
To maneuver around an obstacle, position, or enemy force to maintain the momentum of an advance.
Canalize (Enemy-Oriented Tactical Tasks)
The use of existing or reinforcing obstacles or fires to restrict enemy operations to a narrow zone.
Contain (Enemy-Oriented Tactical Tasks)
To stop, hold, or surround enemy forces or to keep the enemy in a given area and prevent his withdrawing any part of his forces for use elsewhere.
Defeat (Enemy-Oriented Tactical Tasks)
To disrupt or nullify the enemy commander’s plan and overcome his will to fight, thus making him unwilling or unable to pursue his adopted course of action.
Destroy (Enemy-Oriented Tactical Tasks)
Physically rendering an enemy force combat-ineffective unless it is reconstituted.
Disrupt (Enemy-Oriented Tactical Tasks)
To integrate fires and obstacles to break apart an enemy’s formation and tempo, interrupt his time table, or cause premature commitment or piecemealing of his forces.
Exploit (Enemy-Oriented Tactical Tasks)
Take full advantage of success in battle and follow up initial gains; offensive actions that usually follow successful attack and are designed to disorganize the enemy in depth.
Feint (Enemy-Oriented Tactical Tasks)
An offensive action involving contact with the enemy to deceive him about the location or time of the actual main offensive action.
Fix (Enemy-Oriented Tactical Tasks)
To prevent the enemy from moving any part of his forces either from a specific location or for a specific period of time by holding or surrounding them to prevent their withdrawal for use elsewhere.
Interdict (Enemy-Oriented Tactical Tasks)
An action to divert, disrupt, delay or destroy the enemy’s surface military potential before it can be used effectively against friendly forces.
Neutralize (Enemy-Oriented Tactical Tasks)
To render the enemy or his resources ineffective or unusable.
Penetrate (Enemy-Oriented Tactical Tasks)
To break through the enemy’s defense and disrupt his defensive system.
Reconnoiter (Enemy-Oriented Tactical Tasks)
To obtain visual observation or other methods, information about the activities and resources of an enemy or potential enemy.
Rupture (Enemy-Oriented Tactical Tasks)
To create a gap in enemy defensive positions quickly.
Support by Fire (Enemy-Oriented Tactical Tasks)
Where a force engages the enemy by direct fire to support a maneuvering force using overwatch or by establishing a base of fire. The supporting force does not capture enemy forces or terrain.
Suppress (Enemy-Oriented Tactical Tasks)
A tactical mission task that results in the temporary degradation of
the performance of a force or weapon system below the level needed to accomplish its mission.
Clear (Terrain-Oriented Task)
The removal of enemy forces and elimination of organized
resistance in an assigned zone, area or location by destroying, capturing or forcing the withdrawal of enemy forces that could interfere with the unit’s ability to accomplish its mission.
Control (Terrain-Oriented Task)
To maintain physical influence by occupation or range of weapon systems over the activities or access in a defined area.
Occupy (Terrain-Oriented Task)
To move onto an objective, key terrain or other man-made or natural terrain area without opposition, and control the entire area.
Reconnoiter (Terrain-Oriented Task)
To secure data about the meteorological, hydrographic or geographic characteristics of a particular area.
Retain (Terrain-Oriented Task)
To occupy and hold a terrain feature to ensure it is free of enemy occupation or use.
Secure (Terrain-Oriented Task)
To gain possession of a position or terrain feature, with or without force, and to prevent its destruction or loss by enemy action. The
attacking force may or may not have to physically occupy the area.
Seize (Terrain-Oriented Task)
To clear a designated area and gain control of it.
Breach (Friendly-Oriented Tasks)
To break through or secure a passage through a natural or friendly
obstacle.
Cover (Friendly-Oriented Tasks)
Offensive or defensive actions to protect the force.
Disengage (Friendly-Oriented Tasks)
To break contact with the enemy and move to a point where the enemy cannot observe nor engage the unit by direct fire.
Displace (Friendly-Oriented Tasks)
To leave one position and take another. Forces may be displaced laterally to concentrate combat power in threatened areas
Exfiltrate (Friendly-Oriented Tasks)
The removal of personnel or units from areas under enemy control.
Follow (Friendly-Oriented Tasks)
The order of movement of combat, combat support, and combat service support forces in a given combat operation.
Guard (Friendly-Oriented Tasks)
To protect the main force by fighting to gain time while also observing and reporting information.
Protect (Friendly-Oriented Tasks)
To prevent observation, engagement or interference with a force or location.
Screen (Friendly-Oriented Tasks)
To observe, identify and report information and only fight in self- protection.

Mission of Rifle Squad
Locate, close with, and destroy the enemy by fire and maneuver, or repel the enemy's assault by fire and close combat
Squad Leader Responsibilities
- Carry out orders issued by platoon commander
- Responsible for tactical employment, fire discipline, fire control, and maneuver of the squad
Fire Team Leader Responsibilities
- Carry out orders of the squad leader
- Position themselves where they can best observe and control the fire team, particularly the FT's automatic fire
Organic Weapons, Equipment, Fire Support to the Squad
Wpns - M16, M4, M-203, M-249

Equipment: PVS-14; PAS-13; PAS-22 ; PEQ-15
(1) PRC-119 (B/F) ; PRC-148 ; PRC153 ; GPS

Fire Support: 60mm Mortars ; 81mm Mortars ; Artillery; Close Air Support
Frontal Attack: Form of Maneuver
- Attack directed against the front of an enemy force

- Goal is to break through enemy defense and disrupt the defensive system, achieving penetration

- least preferred b/c it strikes the enemy at his strongest point

- When to use:
1) Overrunning a weak and disorganized enemy
2) During a pursuit
3) For fixing an enemy in place
4) When Cdr posses overwhelming combat power and En is at clear disadvantage
Flanking Attack: Form of Maneuver
- Attack direct at the flank of an enemy

- goal is to strike the enemy from an unexpected direction

-Need to achieve a degree of surprise and avoid the En's principal orientation of his main wins

- When to use:
1) Usually (not always) involves a supporting attack to suppress/fix the En
2) A Recon of the En pos enhances ability to identify and avoid auto-wpns, key obstacles, and mines
Factors which affect specific control measures and formations
- Situation
- Speed
- Mission
- Degree of Flexibility
- Weather
- Terrain
Fighter/Leader Concept
More effective for the small unit leader to execute or do what he wants done rather than verbally communicate it
Base Unit Concept
Units leaders control speed, direction, and orientaiton of their entire unit by locating themselves close to the base unit

- foundation of effective lateral and implicit communication
Purpose of the base unit
Helps squad leader control:
-Direction
-Orientation
-Speed

1) Sqd Ldr can control squad when verbal commands cannot be heard
2) Ease of control when FT ldrs cannot see sqd ldd
3)Extend the flexibility of small unit direction changes down to FT ldd
300 mil rule
By extending both the thumb and pinky and centering the hand over the front sight post of the weapon, the marine will then have left and right lateral limits. Do not engage when another marine comes within 300 mils
ADDRAC
Alert
Direction
Target Description,
Range
Target Assignment
Fire Control
Fire and Maneuver
one element (Maneuver) moves while being supported by another element (Support by fire)

**A separate and distinct mission is assigned to each element**
Fire and Movement
elements and individuals provide their own suppression and move by bounds
Why Consolidation and reorganize
- Prep for En Counter attack
-Reestablish Command and Control w/in unit
- Reestablish COMM with higher
- Address Casualities/Ammo
- Prep to resume attack/pursue the enemy
S.A.F.E.
Security - Clock method, continous, All SAW's manned

Automatic Wpns - emplaced first and always manned

Fields of Fire - interlocking, and full coverage sector w/in FT

Entrenchment - Start skirmisher trench (Hasty position)

Provides a priority of work during the initial consolidation so that there is a seamless transition
Reporting Procedures: ACE Report
Ammo - % from FT, Redistribution, Cap/Lim of Sqd for futher ops

Casualty - CCP, Casevac,Medevac, Cap/Lim of Sqd

Eqiupment - Downed Wpns, COMM gear, Requests additional gear, Cap/Lim of Sqd
Pursuit by fire
After original objective taken, sqd fires upon withdrawing enemy until no longer visible or beyond range of sqd's weapons
Continuation of the Attack
Maintain pressure of the enemy and exploit success and destroy his combat power
Puncture
Gun Shot Wound
2nd Degree burn
Open Fracture
Incision
Abrasion
laceration
Open Wound
Avulsion
1st Degree Burn
3rd Degree Burn
Contusion
Causes of Shock
Significant blood loss
Trauma
Burns
Infection
Allergies
Dehydration
Mind
Hemorrhagic Shock
- Occurs through loss of blood or blood components

- Most common cause of shock on the battlefield

- Loss of 25% is life threatening

- Average adult has 5 L of blood. Loss of 20% will lead to Hemorrhagic Shock
Symptoms of Shock
Cool, pale, clammy skin
Restlessness, nervousness
Thirst
Confusion, loss of self-awareness (Stage II) **
Accelerated breathing
Nausea and vomiting
Weak pulse
Unconsciousness
Prevention and Treatment of Shock
Treat the cause **
Lay the casualty on their back
Elevate the feet
Loosen clothing
Prevent chilling
Monitor ABCs
Do not give the casualty any food/water
Calm/reassure the casualty **
Soft Tissue Wounds
Closed Wounds
Contusion or Bruise
Open Wounds
Abrasion, Laceration, Incision, Puncture
Special Wounds
Crushing, Amputation, Avulsion
Care for Open Wounds
Control the bleeding
Prevent contamination with a sterile dressing.
Immobilize and elevate if possible
Monitor ABC’s
Evacuate the casualty, if necessary
Symptoms of Chest Wounds
-Visible Wounds
- Nausea/vomiting
- Pain
- Muscle Spasm
- Shock
Tension Pheumothorax
"Sucking Chest" Wound

Symptoms:

Hole in chest wall
Coughing up bright red frothy blood
Difficulty breathing
Chest fails to expand normally
Pain at injury site
Discoloration of lips or fingers
Treatment for Sucking Chest Wound
Cover wound with airtight dressing
4 sides taped down
If casualty has difficulty breathing, lift one side to allow air to escape (3 corners taped down)
Apply field dressing
Lay on injured side or sit up – WHY?
Evacuate immediately
Hemorrhage from extremities is the 1st leading cause of PREVENTABLE combat deaths
Hemorrhage from extremities is the 1st leading cause of PREVENTABLE combat deaths
Types of Bleeding
Arterial
Venous
Capillary
Arterial
Bright red color
Pumps out in distinct spurts
Flow is alarmingly profuse
Could bleed to death in 60-120 seconds

REQUIRES IMMEDIATE RESPONSE!
Venous
Dark red/maroon colored blood
Steady flow
Easier to control than arterial
Capillary Bleeding
Abrasion or road rash
Slow oozing of blood
How to stop the bleeding
Apply direct pressure **
Elevate the wound **
Pressure points **
Tourniquet
Apply field dressing
Special dressings
Applying Tourniquet
Between the heart and the wound as close to the injury as possible (2-4 inches above wound)
Tighten enough to stop the bleeding
Mark forehead with a “T” and the date/time

If casualty has life-threatening bleeding, this is the first step!
Specialized Bandages
QuikClot
HemCon (Best used with tourniquet)
Combat Guaze (No exothermic reaction when applied)
Internal Bleeding
Vomit that appears to include coffee grounds
Shallow respiration/rapid weak pulse
Thirst
Pale, cool, clammy skin
Abdominal tenderness and/or guarding
Possible Cause of Internal Bleeding
Puncture Wound
Fracture
Types of Burns
Thermal
Electrical
Chemical
Radiation/Laser
Classifications of Burns
1st Degree: Red skin
2nd Degree: Blisters
3rd Degree: Charring
Treatment for burns
Treatment
Remove casualty from the source of burn
Expose the burn
Cover with sterile dressing
Monitor ABCs
Treat for shock
Evacuate

• DO NOT place the dressing over the face
• DO NOT break the blisters
• DO NOT apply grease or ointments to the burns
Fractures
Two Kinds of Fractures:
Closed
Open
Symptoms of Fractures:
Deformed extremity
Swelling/discoloration of the skin at the injury site
Sharp pain when the individual attempts to move the part
Steps for Spliting the fracture
Stop the bleeding
Remove all binding objects
“Splint them where they lie”
Immobilize the joint above and below the break
Use padding
Tie/secure the splint
Use a sling if applicable
Check for circulation
Spinal Injuries
Identification
Pain in neck or back
Numbness or tingling
Deformity
Paralysis
Treatment
Stop any bleeding
Insure airway and circulation are stable
Immobilize casualty
Head Injuries
Identification
Excessive bleeding
Raccoon eyes
Battle signs
Deformities
Treatment
Stop all bleeding
Insure airway and circulation are stable
Monitor and record:
Vital Signs / Pupil Size / Level of consciousness
Urgent Casualty
A severe injury; threatening to life, limb, or eyesight—

Injury Examples:
• Airway and breathing difficulties.
• Gunshot wounds.
• Spinal or pelvic fractures.
• Cardiac arrest.
• Uncontrolled or suspected severe hidden bleeding.
• Open chest or abdominal wounds.
• Severe head injuries with evidence of brain damage, no
matter how slight.
• Several medical problems:
o Poisonings.
o Diabetes with complications. o Cardiac disease with failure.
Priority
An injury that requires immediate medical attention, but is not threatening to life, limb, or eyesight—for casualties
marked as priority, transportation and hospital treatment can be delayed slightly.

Example:
Burns without complications.
• Major or multiple fractures.
• Back injuries without spinal damage.
• Heat/cold injuries—not counting heat stroke.
Routine
An injury that is not threatening to life, limb or eyesight. Routine casualties are transported or treated last.

Examples:
• Injuries of a minor nature, i.e. sprains, small fractures, minor lacerations, etc.
• Obviously mortal wounds where death appears reasonably certain.
• Obviously dead.
9 Line CasEvac/MedEvac Request
STOPPED HERE