tactics:firefight

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Anatomy of a firefight

A firefight is a gunfight between two opposing forces. In this page we aim to provide the reader with a solid understanding of a firefight and how to make the most of it. There are many variables to take into consideration during a firefight. Firefights typically require soldiers have a line of sight (LOS) on targets they are engaging.

The first thing for a firefight to occur is that one side must find the other.

Example: A US Army solider spots an enemy fireteam coming over a hill and initiates a firefight.

The first thing to consider when planning is the LOS any given location provides. If troops are in positions with poor lines of sight they will not be able to support in a firefight. If two elements are to support each other they must have LOS on positions where enemies can engage the other unit.

The more rifleman with LOS on a target the faster he will die.

Hills and high ground tend to offer good LOS. In return though they can also be engaged from a multitude of positions. Cover and concealment (trees/rocks/forests/buildings) block line of sight. It is often wise to at least place some infantry on high ground to find the enemy.

To prevent the enemy from engaging you all you need to do is break line of sight. The best way is to get behind cover or fall behind terrain that blocks LOS. Smoke grenades are an essential tool for blocking LOS. They are essential for offering a bridge through open terrain in both withdrawals and assaults. Recall from the basic infantry skills page that infantry should always be in cover. So use smoke as a bridge between positions that offer cover or concealment.

Example: Smoke is employed to the block the visibility of an enemy machinegunner. Soldiers are able to attempt to cross the road behind the smoke with a greater chance of staying alive as the machinegunner can no longer see them.

As a commander or leader you need to get proficient in reading the map to understand the LOS of different locations and approaches.

In summary: A firefight can be initiated as long as least one side can see the other and can be blocked by moving out of line of sight. Note that not all weapon systems require line of sight and enemies may well engage previously known locations or locations indiscriminately.

Fire superiority is gained when one side is shooting more than the other. Usually the side that sustains fire superiority will win the engagement. The effect is two-fold. Firing more may improve the chances of hitting the enemy.

This then becomes a physiological affect where it becomes apparent to soldiers on both sides which side is firing more. This will cause the losing side to typically seek cover and consider withdrawing in fear of their life.

The first few seconds in a firefight can therefore be decisive in determining which side wins. You need to pour down accurate high rate of fire on the enemy to ensure that your side gains fire superiority.

Suppressive fire is typically used in an attempt to gain fire superiority even if for just short periods of time as part of a wider plan.

Note: It isn’t enough to just shoot at enemy it also needs to be accurate to dissuade them from firing.

An element tasked with providing a base of fire sets up defensively in cover and will be ready to engage and supress enemy contacts. By default they will attempt to cover all areas around them unless stated otherwise. Bases of fire are used to provide fire support from a position and deny the enemy easy movement in areas they have LOS on. Typically an element providing a base of fire should be positioned such that they have good LOS on areas of interest. Ideally the position should also offer cover to the element.

If an element is tasked with over-watching another element they are tasked with aiding in the protection of another element. At the least if the element they are tasked with overwatching comes under fire they must engage the enemies engaging them. This is best achieved by the overwatching element using positions in which they can engage any enemies that attempt to engage the element being overwatched. Overwatch by default is carried out from a fixed position.

Travelling overwatch - ‘Travelling overwatch’ is where the overwatching element moves behind or to the flank of the other element. Though they may not be able to provide effective support.

Fire and movement tactics work on the principle that while some units they should be covered by other units. If the covering element notice any enemies that may endanger the moving element they should suppress the enemy. The enemy’s ability to engage the moving element is thus impeded as they will be forced to attempt to return fire. This offers protection for the moving element. Movement should not be conducted without fire and movement tactics in territory where there is a possibility of being engaged by the enemy.

Bounding overwatch is commonly used tactic. Elements take turns in moving (bounding) or overwatching the other element. Ingame we refer to it pair/fireteam/squad bounding depending on the size of the bounding element. This is an extremely effective tactic to advance while offering security to the advancing troops.

For example in pair bounding: one pair provides over-watch while the other bounds.

Step 1) Fireteam is a line formulation and order to bound is issued

Fireteam leader who doubles up as red pair lead says: A1 pair bounding, blue team overwatchs first. Blue say when set.

Blue pair lead: Blue set

Step 2) Red team starts moving.

Red pair lead: Red bounding

Step 3) Red pair setups and communciates back to blue team when they are ready to overwatch

Red pair lead: Red set.

Step 4) Blue pair acknowledges and starts bounding

Blue pair lead: Blue bounding.

Step 5) Blue pair reaches the next step

Blue pair lead: Blue set.

Peeling generally used to shift an element to the left or right. It provides the opportunity to have more guns on target than bounding overwatch as the moving element can be smaller. Peeling is typically employed when the unit is already in a line formation.

Example: Peeling used in a fireteam.

Flanking

Attack/Defend strategies

MISC

Platoon leader – enemy’s most likely course of action.

Strategy 101

Reconnaissance

Deny the enemy the chance to block LOS/withdraw

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