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Infantry Tactics
General ambush
An ambush is a surprise attack, from a concealed
position. It is used on a moving or temporarily halted enemy to destroy
or capture him and his equipment. An ambush is a useful tactic because |
| Small, well-trained, disciplined forces, with limited
weapons and equipment, can destroy much larger enemy forces. |
| It reduces the enemy's overall combat strength by
destruction and harassment of his forces. |
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| A successful ambush must be executed with precision,
concentrated firepower, speed, and very close attention to the
laid out plan of execution. For success, ambush operations must
emphasize the following |
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Surprise. Surprise, more than any other single
aspect, enhances the value of an ambush. Surprise increases the
potential for inflicting damage on the enemy with less danger to the
attacking force. |
The mission Leaders/commanders must have contact
with all members of their unit to alert them to the oncoming enemy. |
As soon as the enemy is hit, he reacts. The ambush force
has only a few seconds to destroy the enemy in the kill zone. He will
quickly recover from the initial shock and leave the kill zone--either
with a direct counterattack or withdrawal. |
The leader always executes the ambush, except when a
member of the ambush knows he has been discovered. He then has the
authority to execute--with killing fire. |
The flanks and rear of an ambush site are open to
counterattack. players or units should be positioned to provide security . |
when planning a ambush A simple, direct plan improves the
chance of success. The ambush plan must be clear yet concise to offer
the greatest likelihood of success. |
players performing security, support, and assault tasks
must be given clear, concise, and direct plans/orders. |
Tasks to be performed by the ambushing players should be
easy to understand |
Always make a Contingency plan but Contingency plans
should be simple. |
Players in the ambush are organized to perform the
following functions: assault, security, and support. The ambush forces
should be task-organized according to the platoons, squads, etc |
The elements ( players) assigned the assault mission:
Conduct the main assault, halt an enemy's motorized column or any moving
target, Kill the Enemy ,Destroy vehicles and supplies. |
The elements ( players) assigned the mission of security:
Secure both side flanks & rear flanks, Provide early warning of the approaching enemy and
or additional enemy units, Seal off the kill zone to prevent the enemy
from escaping or reinforcing, assist in executing the ambush, cover
withdrawal of main ambush force. |
The units (players) assigned a support mission provide
fires that may include employment of machine guns , mortar, and/or
anti
tanks weapons.
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WHEN CHOOSING A SITE:
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When choosing an ambush site, all sources of information
must be used to enhance surprise, exploit the enemy's weak points, and
take advantage of the terrain. Emphasis is placed on: |
| Natural cover and concealment for the ambush force |
| Routes of entry and withdrawal (at least two) that should
be direct and easy to reach |
| Good observation and fields of fire |
| Harmless-looking terrain |
| Limited enemy reinforcement ability |
| Few enemy escape routes |
| Nearby assembly or rendezvous area |
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| Terrain that will force enemy into kill zones, and
natural obstacles to keep him there |
3 Types of Ambushes
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Point
Ambush - An ambush where forces are deployed to support the
attack of a single killing zone. |
Area
Ambush - An ambush where forces are deployed as multiple or
related ambushes. |
Hasty
Ambush - An immediate action drill against a target of
opportunity. |
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Two main set up for a ambush:
Liner Ambush
L shaped ambush
In the L-shaped ambush, weapons must be sited to avoid
direct into friendly forces |
Two final things that are needed to considered
1) Swift action. Speed in the execution of the ambush and the
withdrawal should prevent enemy reaction forces from engaging the ambush
force. Speed is often a shield against casualties and failure.
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make sure u have a Objective rally point.(
A point
were every player meets AFTER) The ORP is located far enough from the
ambush site so that it will not be overrun if the enemy manages to
attack the ambush unit's). Routes of withdrawal to the ORP are practiced
or scouted (when possible by each player), Withdrawal routes should
provide cover and concealment for the unit and hinder enemy pursuit.
Withdrawal routes are a main consideration in the selection of the
ambush site. They may be the key to survival after execution of the
ambush. On signal, the ambush force quickly (but quietly) withdraws to
the ORP. If pursued, the withdrawal may be by bounds, or even a
hasty ambushes used to delay pursuing forces. |
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To to counter a Ambush the following should be done
) When all elements( players) of a friendly force are not trapped
within the ambush, the elements that are free to maneuver should
initiate an immediate flank or rear assault against the ambush
force. A flank assault permits better coordination with personnel in the
ambush. Supporting fires are provided by those weapons that cannot be
hand carried and fired in the assault such at machine guns and or
anti tanks weapons . |
On a near ambush( close to the friendly units).
Elements (players) caught in the kill zone return fire at once and move
out of the kill zone. Elements not in the kill zone help by maneuvering
and conducting a flanking attack. The unit assaults the ambush position. |
On a FAR ambush. Those elements (players)
not in the kill zone set up an overmatch position and lay down a base of
fire for the elements in contact. The elements in contact move out of
the kill zone and prepare to assault the enemy, using individual
movement techniques and fire and movement. |
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