Light Vehicle Section Commander Handbook - UNITAF Force Manual (FM)




Light Vehicle Section Commander Handbook
The FM outlines our core skills, policies and guides to ensure every member stands ready for the mission ahead.



Light Vehicle Section Commander

Light Vehicle Section Commander

in Cavalry Ground Operations
Commands a section of 2–3 light vehicles under the direction of the Platoon Commander, while also serving as the commander of his own vehicle. He ensures the section is employed effectively to provide mobility, firepower, and support to infantry operations.
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Estimated Role Data
The role card is not currently ready for full deployment so it is using a simplified version of the role card. The SOP from the legacy SOP portal has been transferred to guide blocks, but the Role Card itself may have only a handful of temporary skill blocks. The purpose of these skill blocks is to closely mimic LTS requirements to provide continuity of role access, and these role cards can be easily built on soon after launch to improve the accuracy while still benefitting from all the other features of FTS3 and the FM. Use this information as a general reference while understanding it may not reflect the final, role-specific requirements.

FM/G270 - Cavalry Experience

FM/BG-1236 - Temporary Experience Requirements Explained via Fireteam Leader (≤6)

Your role access is determined by your skills, experience with those skills, and the specific roles that utilize them. With over 100 roles in UNITAF, creating detailed skill breakdowns for every role is a substantial undertaking that cannot be completed overnight. 

Estimated Role Cards

To ensure the entire unit can transition to the new system immediately, some roles are tagged as **"Estimated"**. These roles use a transitional approach:

  • Temporary skill blocks simulate role-specific experience
  • Estimated access levels are calculated based on these placeholder blocks
  • Similar to LTS functionality but with improved accuracy and fewer limitations

Current State: Estimated roles provide functional access levels that closely mirror the previous LTS system while addressing many of its shortcomings. As development progresses, estimated role cards will be upgraded to the full FTS3 standard with detailed, role-specific skill requirements.

Important Note: When roles transition from "Estimated" to "Verified" status, your access level may change (either increase or decrease) as the requirements become more precise and role-specific.

This approach allows UNITAF to:

  • Maintain operations during the transition period
  • Provide immediate access to the improved FTS3 system
  • Ensure continuity while detailed role cards are developed
  • Gradually improve role accuracy over time

The estimated system serves as a bridge, ensuring no disruption to unit operations while we build toward the comprehensive FTS3 vision.

FM/BS-1239 - Experience in Cavalry Roles via Light Vehicle Crewman (Commander)

This is a temporary skill block, the skill block is being used to accumulate SP for time spent in Cavalry roles until it's role card is completed.

FM/G266 - Combat Leadership Experience via Fireteam Leader (≤6)

FM/BG-1236 - Temporary Experience Requirements Explained via Fireteam Leader (≤6)

Your role access is determined by your skills, experience with those skills, and the specific roles that utilize them. With over 100 roles in UNITAF, creating detailed skill breakdowns for every role is a substantial undertaking that cannot be completed overnight. 

Estimated Role Cards

To ensure the entire unit can transition to the new system immediately, some roles are tagged as **"Estimated"**. These roles use a transitional approach:

  • Temporary skill blocks simulate role-specific experience
  • Estimated access levels are calculated based on these placeholder blocks
  • Similar to LTS functionality but with improved accuracy and fewer limitations

Current State: Estimated roles provide functional access levels that closely mirror the previous LTS system while addressing many of its shortcomings. As development progresses, estimated role cards will be upgraded to the full FTS3 standard with detailed, role-specific skill requirements.

Important Note: When roles transition from "Estimated" to "Verified" status, your access level may change (either increase or decrease) as the requirements become more precise and role-specific.

This approach allows UNITAF to:

  • Maintain operations during the transition period
  • Provide immediate access to the improved FTS3 system
  • Ensure continuity while detailed role cards are developed
  • Gradually improve role accuracy over time

The estimated system serves as a bridge, ensuring no disruption to unit operations while we build toward the comprehensive FTS3 vision.

FM/BS-1227 - Experience in Combat Leadership Roles via Fireteam Leader (≤6)

This is a temporary skill block, the skill block is being used to accumulate SP for time spent in Combat Leadership roles until it's role card is completed.

FM/BS-1224 - Experience as Acting Fireteam Leader via Fireteam Leader (≤6)

This is a temporary skill block, the skill block is being used to accumulate SP for time spent as Junior Team Leader until it's role card is completed.

FM/BS-1225 - Experience as Fireteam Leader via Fireteam Leader (≤6)

This is a temporary skill block, the skill block is being used to accumulate SP for time spent as Fireteam Leader until it's role card is completed.

FM/BS-1226 - Experience as Squad Leader via Fireteam Leader (≤6)

This is a temporary skill block, the skill block is being used to accumulate SP for time spent as Squad Leader until it's role card is completed.

FM/BS-1233 - Experience as Squad Commander via Fireteam Leader (≤6)

This is a temporary skill block, the skill block is being used to accumulate SP for time spent as Squad Commander until it's role card is completed.

FM/G328 - Terrain features via Fireteam Leader (≤6)

FM/BS-1479 - Identify dead ground and observation lines via Fireteam Leader (≤6)
  • Locate concealed areas hidden from enemy observation (dead ground).
  • Identify optimal observation points for overwatch and surveillance.
  • Evaluate exposure risks and blind spots on terrain. 
FM/BS-1482 - Perform line-of-sight (LOS) checks on a map via Fireteam Leader (≤6)

Perform LOS checks to determine visibility between observer and target.

  1. Identify observer and target positions.
  2. Compare elevations via contour lines or shading.
  3. Assess terrain or structures blocking visibility.
  4. Determine visible portion of the target area.
  5. Annotate arcs, dead ground, and blocked areas on the map. 
FM/BS-1480 - Identify natural and man-made obstacles via Fireteam Leader (≤6)
  • Detect rivers, cliffs, fences, walls, and urban structures.
  • Assess obstacle impact on infantry, vehicles, and logistics movement.
FM/BG-1477 - Understanding terrain features via Fireteam Leader (≤6)

Understanding terrain is essential for tactical movement. Terrain influences movement, observation, cover, and concealment.

  • High ground provides superior observation and firing positions; ideal for overwatch, observation posts (OPs), and fire support.
  • Low ground offers concealment but limits visibility and increases risk from enfilade fire.
  • Ridges and hills offer a balance of cover and visibility; reverse slopes protect from direct fire.
  • Valleys and depressions allow concealed movement but increase ambush risk; difficult to observe externally.
  • Water features may restrict movement; bridges and fords become critical control points.
  • Forests and woodblocks provide concealment and cover; facilitate stealth movement.
  • Open terrain increases exposure but allows rapid movement if supported by fire or smoke. 
FM/BS-1481 - Plot movement routes using terrain analysis via Fireteam Leader (≤6)
  • Choose routes providing cover and concealment.
  • Avoid known or suspected danger areas and obstacles.
  • Consider terrain slope, vegetation, and obstacles on movement speed and safety. 
FM/BS-1478 - Recognise geographic features on a map via Fireteam Leader (≤6)
  • Identify hills, valleys, ridgelines, depressions, rivers, and forests.
  • Assess their impact on observation, cover, and movement.
  • Distinguish natural obstacles from man-made features. 
FM/BS-1483 - Estimate travel time for dismounts via Fireteam Leader (≤6)

Measure straight-line distance using the map scale and convert it with grid tools.

  • Use ~10 km/h as baseline  speed on flat, open terrain.
  • Adjust for terrain:
    •  Roads / open ground: maintain ~10 km/h.
    •  Hills, forests, etc reduce speed by: -30–50% speed.
  • Add time for obstacles (fences, rivers, buildings) requiring detours or crossings.
  • Adjust for unit load and type, as weight and role affect movement speed.
  • Compute travel time: distance ÷ adjusted speed.

FM/G329 - Map symbology via Fireteam Leader (≤6)

FM/BG-1484 - Map points of interest (POIs) via Fireteam Leader (≤6)

POIs are reference markers essential for navigation, observation, and reporting. Accurate recording using grid references is critical.

  • Tactical POIs: bunkers, trenches, OPs, strongpoints, checkpoints.
  • Strategic POIs: objectives, headquarters (HQs), communications relays, logistics hubs.
  • Natural POIs: distinctive landmarks aiding navigation (e.g., lone tree, unique rock).
  • Civilian POIs: villages, compounds, areas with civilian activity. 
FM/BS-1485 - Recognise POI symbols on a map via Fireteam Leader (≤6)
  • Interpret tactical, strategic, natural, and civilian POI markings by referring to the OPORD.
  • Correlate POIs with current mission objectives. 
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FM/BI-1513 - APP-06 (MIL-STD-2525D) symbology part 1 via Fireteam Leader (≤6)
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A guide of basic NATO-standard APP-06 symbols used to mark units, equipment, and tactical functions on maps.

Above: A guide of basic NATO-standard APP-06 symbols used to mark units, equipment, and tactical functions on maps.

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FM/BI-1514 - APP-06 (MIL-STD-2525D) symbology part 2 via Fireteam Leader (≤6)
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A guide of basic NATO-standard APP-06 symbols used to mark units, equipment, and tactical functions on maps.

Above: A guide of basic NATO-standard APP-06 symbols used to mark units, equipment, and tactical functions on maps.

FM/BS-1487 - Recognise basic APP-06 symbols on a map via Fireteam Leader (≤6)
  • Identify unit size, type, and function from symbols.
  • Distinguish friendly, enemy, neutral, and unknown forces by colour.
  • Understand status indicators such as readiness or engagement. 
FM/BS-1488 - Apply the correct APP-06 basic symbols via Fireteam Leader (≤6)
  • Select appropriate symbols for unit type and size.
  • Use correct colour coding for affiliation.
  • Place symbols in correct positions and maintain clarity on overlays and briefs. 

FM/G334 - Control measures via Fireteam Leader (≤6)

FM/BG-1489 - What are control measures? via Fireteam Leader (≤6)

Control measures are tools used to organize, coordinate, and manage forces during an operation.

They help commanders and units:

  • Maintain alignment and spacing
  • Synchronize movement, fires, and support
  • Define boundaries, objectives, and responsibilities
  • Prevent fratricide or confusion
FM/BG-1524 - Sectors via Fireteam Leader (≤6)

What a Sector Is

A sector is a designated area of responsibility within a town or urban objective, assigned to a squad or team for clearance.

Sectors help:

  • Divide complex urban areas into manageable portions
  • Maintain control and accountability
  • Coordinate movement, fires, and support

Sectors should be sensible, clear, and easy to reference.

Best Practices

  • Keep Sectors Manageable
    • Each sector should be sized so the assigned team can clear it efficiently without overextension.
    • Avoid overly large or irregular sectors that complicate coordination.
  • Use a Simple Naming System
    • Standardize names using a grid-like system: A1, A2, B1, B2, etc.
    • Rows and columns help adjacent units easily identify boundaries.
    • Avoid complicated or inconsistent names.
  • Align Sectors with Terrain
    • Use streets, canals, ridgelines, or major buildings to define borders.
    • Physical features make sectors easier to recognize during movement and coordination.
  • Assign Responsibility Clearly
    • Each sector must have an assigned element responsible for clearing and reporting progress.
    • Ensure overlapping coverage at boundaries is minimized to prevent gaps or duplication.
  • Coordinate Adjacent Sectors
    • Establish coordination points at intersections or key terrain features.
    • Adjacent teams should maintain visual or radio contact when possible.

Communication

Report progress by sector:

  • “1-1 cleared Sector A2.”
  • “Team Bravo securing Sector B1.”

Use sector names for directing support, fires, or follow-on movement.

Example sectors for a town objective

Above: Example sectors for a town objective

FM/BG-1525 - Objective box via Fireteam Leader (≤6)

What an Objective Box Is

An Objective Box (OB) is a clearly defined area representing the full extent of an objective, such as an entire town, village, or urban complex.

  • It defines the boundaries of the objective.
  • It ensures all units understand the area requiring clearance.
  • Within the OB, the area can be subdivided into smaller sectors for individual squads or teams.

Best Practices

  • Anchor to Terrain
    • Use roads, rivers, canals, ridgelines, or urban landmarks to mark the OB’s corners.
    • Clearly recognizable features make coordination and orientation easier.
  • Size Appropriately
    • Cover the entire objective to prevent missed areas.
    • Avoid making it so large that it becomes unmanageable for assigned forces.
  • Subdivide into Sectors
  • Coordinate Support
    • Use the OB as a reference for fire support, CAS, and logistics.
    • Synchronized actions are easier when all elements reference the same boundaries.

Communication

Reference the OB in orders and reports:

  • “1st Platoon clearing Objective Box Alpha, Sector A2.”
  • “All elements secure Objective Box Bravo as per orders.”
Example objective box for a town objective

Above: Example objective box for a town objective

FM/BG-1522 - Line of departure (LoD) via Fireteam Leader (≤6)

What a Line of Departure Is

  • A Line of Departure (LoD) is the designated line where an assault or advance begins.
  • It signals the transition from preparation or assembly to movement or attack.

The LoD is a control measure, not an objective. Crossing it initiates the operation.

When to Use

Most effective in:

  • Deliberate assaults
  • Platoon- or company-level attacks
  • Coordinated multi-element movements

Generally unnecessary for small patrols or spontaneous actions.

Best Practices

  • Anchor to recognizable terrain (road, ridgeline, tree line, or urban feature).
  • Clearly define who crosses first and in what order.
  • Ensure all support (fires, logistics, follow-on elements) is prepared before crossing.
  • Tie crossing to a trigger (e.g., H-Hour or command order).

Communication

Keep reports concise:

  • “1-1 crossing LoD.”
  • “All elements set on LoD.”
Example Line of departure location.

Above: Example Line of departure location.

FM/BG-1523 - Rendezvous (RVs) and Emergency Rendezvous (ERVs) via Fireteam Leader (≤6)

Definitions

  • RV (Rendezvous):
    • A planned link-up point where elements meet during movement or prior to execution.
  • ERV (Emergency Rendezvous):
    • A pre-designated rally point used if elements become separated, break contact, or lose communication.
  • FRV (Final Rendezvous):
    • The last designated assembly point immediately prior to initiating an attack. It is used to consolidate all assault elements, confirm final readiness, and complete last-minute coordination before crossing the line of departure or beginning the final assault phase.

When to Use

  • RVs can be used in all operations.
  • ERVs are used when elements become separated or C2 is degraded.
  • FRVs are used specifically during offensive operations as the final consolidation point before execution of an attack.

Best Practices

  • Anchor to recognizable terrain.
    • Use intersections, buildings, terrain features, or distinct map references.
  • Keep locations practical.
    • Avoid exposed or tactically unsound areas.
  • Assign purpose clearly.
    • RV: Planned link-up during movement
    • ERV: Emergency regroup point
    • FRV: Final consolidation prior to assault
  • Limit quantity.
    • Over-designating rendezvous points causes confusion.

Execution Considerations

  • At an RV:
    • Confirm accountability
    • Conduct quick coordination
    • Adjust plan if required
    • Conduct medical and/or resupply
  • At an ERV:
    • Establish security
    • Rebuild command and control
    • Await further direction
  • At an FRV:
    • Conduct final accountability of assault elements
    • Confirm weapons, ammunition, and readiness status
    • Rehearse or confirm assault plan and timing
    • Synchronise final fire support or enabling assets
    • Issue final go/no-go confirmation before execution

Communication

Use concise reporting:

  • “1-1 set at RV.”
  • “All elements at FRV.”
  • “Breaking contact to ERV.”
Example RVs for town objective.

Above: Example RVs for town objective.

FM/BG-1520 - Phase lines (PLs) via Fireteam Leader (≤6)

What a Phase Line Is

A Phase Line (PL) (sometimes known as Report Line) is a named control measure drawn across the area of operations to assist with coordination and synchronization.

PLs are used to regulate:

  • Tempo of maneuver
  • Fire support shift/lift
  • Movement of follow-on elements
  • Engagement or fallback triggers

A Phase Line is not an objective or a mandatory halt line unless specifically stated.

Planning test:
If crossing the PL does not trigger an action or report, it likely does not need to exist.

When to Use Phase Lines

Most effective in deliberate, structured operations such as:

  • Platoon- or company-level assaults
  • Mechanized or multi-element manoeuvre
  • Fire support integration
  • Layered defensive plans

They are generally unnecessary for small, fluid, squad-only actions.

Best Practices

  • Anchor to terrain: 
    • Use recognizable features (roads, ridgelines, rivers, major streets).
  • Limit quantity:
    • Use only what is required to control tempo or fires.
    • Too many PLs create clutter and unnecessary reporting.
  • Tie to action:
    • Crossing a PL should trigger something:
      • Shift/lift fires
      • Commit follow-on elements
      • Authorize engagement
      • Execute fallback
      • a halt to maintain cohesion with other elements
  • Align to the axis of advance:
    • Draw PLs perpendicular to movement to clearly show progression.

Common Applications

  • Offense:
    • Control tempo and fire shifts during assaults.
  • Movement:
    • Define bounds during controlled advances.
  • Fire Support:
    • Establish fire limits or lift points.
  • Defence:
    • Set engagement triggers or fallback criteria.

Naming and Communication

Use one consistent naming convention (e.g., ALPHA / BRAVO / CHARLIE, GOLD / SILVER / BRONZE, 1 / 2 / 3).

Keep reports concise:

  • “1-1 at PL ALPHA.”
  • “2-1 crossing PL BRAVO.”
  • “All elements set at PL CHARLIE.”
Example phase lines for a town objective.

Above: Example phase lines for a town objective.

FM/BG-1526 - Boundaries and attack lanes via Fireteam Leader (≤6)

What Boundaries and Lanes Are

  • Boundaries are control measures that separate adjacent units’ areas of responsibility during movement or assault.
  • Lanes are assigned corridors within which a unit advances or moves.

They are used to:

  • Prevent friendly collisions or overlapping fields of fire
  • Maintain alignment and direction of advance
  • Organize multiple elements moving along the same axis

Boundaries define limits laterally, while lanes define the path forward.

Best Practices

  • Anchor to Terrain
    • Use streets, ridgelines, rivers, or other clear features to define lateral limits.
    • Lanes should follow easily navigable routes (roads, alleys, or trails).
  • Keep Dimensions Manageable
    • Boundaries: wide enough for safety but narrow enough to prevent drift.
    • Lanes: allow movement without congestion, obstacles, or crossfire.
  • Assign Responsibility
    • Each element knows which lane or side of the boundary they occupy.
    • Overlaps only at designated coordination points.
  • Coordinate Fires and Movement
    • Use boundaries to prevent friendly fire.
    • Ensure support elements respect the lateral limits.

Naming and Communication

Name boundaries and lanes clearly (e.g., Lane 1, Lane 2; Boundary RED, Boundary BLUE).

Report positions and movements using the assigned lane/boundary:

  • “1-1 advancing Lane 2.”
  • “Squad Bravo holding Boundary RED.”
Example attack lanes for a town objective.

Above: Example attack lanes for a town objective.

FM/BG-1521 - Limit of exploitation (LoE) via Fireteam Leader (≤6)

What a Limit of Exploitation Is

A Limit of Exploitation (LoE) defines the maximum depth an attacking element may advance.

It is used to prevent:

  • Overextension
  • Loss of mutual support
  • Collision with adjacent units
  • Advancing beyond sustainment

An LoE is a control boundary, not an objective.

When to Use

Most effective in:

  • Deliberate assaults
  • Mechanized breakthroughs
  • Multi-element attacks
  • Operations with adjacent units

Generally unnecessary for small, short-duration missions.

Best Practices

  • Anchor to clear terrain when possible (road, river, ridgeline).
  • State what happens at the LoE (halt, hold, or await orders).
  • Require authorization before advancing beyond it.

The LoE should control depth and maintain cohesion without slowing momentum.

Communication

Keep reporting simple:

  • “1-1 at LoE.”
  • “Objective secure, holding at LoE.”

Movement beyond the LoE should be deliberate and directed.

Example Limit of Exploitation for a town objective.

Above: Example Limit of Exploitation for a town objective.

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FM/BI-1527 - Worked example of control measures via Fireteam Leader (≤6)
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A full worked example of control measures for a town objective.

Above: A full worked example of control measures for a town objective.

FM/BS-1490 - Interpret friendly control measures via Fireteam Leader (≤6)
  • Identify phase lines, boundaries, sectors, and objective boxes on mission maps.
  • Plan fire team or squad movement to remain within assigned sectors, lanes, and limits of exploitation.
  • Deconflict actions to prevent overlap, friendly collisions, or breaches of assigned boundaries.
  • Report positions and status at designated rendezvous points (RV, FRV, ERV) or sector boundaries.

FM/G136 - Infantry elements via Fireteam Leader (≤6)

FM/BG-712 - Combat buddy teams via Fireteam Leader (≤6)

Every infantryman operates within a buddy team, ensuring that everyone always has someone to rely on in combat. This approach provides mutual protection and improves combat effectiveness. Standardised in the platoon, buddy teams can be adjusted by fireteam leads based on the situation. The specific composition is indicated on the ORBAT.

Responsibilities

  • Always stay close to your buddy, within verbal range (shouting/talking distance) at all times.
  • Keep your buddy informed of your movements and actions to maintain situational awareness.
  • Cover your buddy’s movements, opposing sectors, and vulnerable moments.
  • If your buddy goes down, quickly assess the situation, provide cover, and extract them to safety.
  • Maintain mutual accountability, losing track of your buddy is as much your responsibility as theirs.
FM/BG-323 - Infantry fireteams via Fireteam Leader (≤6)

Each Fireteam consists of four to six players: a leader and 3 to 5 subordinates. New players will end up acting as a rifleman in one of the Fireteams. Riflemen will be under the charge of a more experienced player, acting as the Fireteam Leader (FTL). They in turn, will be under the command of a Squad Leader who leads the two Fireteams that make up each squad. Likewise, the Squad Leader will be under the command of the Platoon Commander, who commands the two or three squads that form the platoon. They are led by the Company Commander, who directs the movements of the platoons in their Company.

A typical fireteam in the field

Above: A typical fireteam in the field

FM/BG-1298 - Companies via Fireteam Leader (≤6)

A company is composed of two to three platoons and a Company Command Element, forming the largest cohesive player-controlled formation. The company executes the overall mission assigned by higher command, coordinating all subordinate platoons and attached support assets such as logistics, air, and artillery. The Company Commander (CoyCo) provides strategic direction and overall control.

Responsibilities

  • Coordinate the movement and actions of all platoons to ensure unity of effort.
  • Manage and allocate supporting assets in line with mission priorities.
  • Maintain situational awareness of friendly platoon positions, combat effectiveness, and logistics status.
  • Communicate regularly with higher command, relaying progress and requesting support as required.
  • Ensure platoon commanders understand the plan’s purpose as well as its details, enabling initiative under changing conditions.
  • Maintain flexibility to reinforce, recover casualties, or shift the main effort as the battle evolves.
  • Conduct post-mission evaluation to identify lessons learned and improve future performance.
FM/BG-1297 - Platoons via Fireteam Leader (≤6)

A standard platoon is composed of three rifle squads and a four-man Command Element, known as Platoon Headquarters (PltHQ). The PltHQ includes the Platoon Commander (PltCo), Platoon Sergeant (PltSgt), Platoon Medic (PltMed), and a Rifleman who provides security for the element.

Platoons are the core tactical formation on the battlefield, linking company-level direction to squad-level execution. The Platoon Commander leads the platoon in accordance with the Company Commander’s intent, ensuring that all subordinate squads act in concert toward a unified mission objective.

Responsibilities

  • Brief squad leaders on the Commander’s intent and ensure full understanding of the mission and desired end state.
  • Maintain control and coordination of all attached squads and supporting elements.
  • Position command and support elements effectively to maintain visibility and control of the battle.
  • Keep squads within mutually supporting distance, avoiding fragmentation of combat power.
  • Delegate tasks and share workload with the Platoon Sergeant.
  • Avoid micromanagement; empower Squad Leaders to adapt the fight as required.
  • Gather and maintain awareness of platoon ACE (Ammo, Casualties, Equipment) status and report to company command as needed.
  • Reorganise or reinforce squads when casualties or mission conditions require.
FM/BG-1296 - Infantry squads via Fireteam Leader (≤6)

A rifle squad is a formidable unit built around flexibility and firepower. Each squad typically consists of two Fireteams and a Squad Leader element, usually totalling 14 personnel. The Squad Leader commands two Fireteam Leaders and their teams, supported by a Squad Medic who provides immediate medical care and acts as the second member of the squad lead element.

Squads form the primary fighting unit of a platoon. They execute the Platoon Commander’s intent through aggressive manoeuvre, disciplined communication, and mutual support between Fireteams.

Responsibilities

  • Execute the Platoon Commander’s intent through coordinated Fireteam manoeuvre and fire.
  • Maintain constant situational awareness of friendly and enemy positions.
  • Keep both Fireteams within mutual support range at all times.
  • Communicate regularly with other squad leaders and up to the platoon command.
  • Ensure all squad members understand the current plan, ROE, and formations.
  • Manage casualties within the squad and coordinate with the Platoon Medic when required.
  • Reorganise and redistribute personnel or equipment as casualties occur.
  • Avoid changing the squad’s structure without approval from the field leader.

FM/G112 - Using radios via Transactional Radio User

FM/BG-680 - Set up a short range radio via Transactional Radio User

During any operation that requires it, you'll be provided with an AN/PRC-152. It is the short range radio used by all elements. The main frequency is the channel (C1, C2,…) that is currently selected on the radio.

To set up your main frequency:

  1. Check with your leader or in the ORBAT what frequency you should be on
  2. Hover with your mouse on your current frequency (2) and type the desired frequency; eg. 271
  3. Click the ENT (4) button to enter (save) the frequency
  4. Check in with your team to see if the radio is working properly

Using the AN/PRC-152 you can also set up an additional frequency to communicate with other elements that aren't your own. The additional frequency is set manually and will show as “A#” in place of the channel name e.g. If channel 2 is selected as the alternate frequency, it will become A2.

To set up an additional frequency:

  1. Click the + button (5) to select the desired channel.
  2. Click the left arrow button (8) to set an additional channel. 
    1. At this point you should read A# (# being the channel number) instead of C#, next to the frequency number.
  3. Type the wanted frequency you want to use as additional; eg. 270
  4. Click the ENT (4) button to enter the frequency
  5. Click the - button (6) to return to your main frequency

If you want to dictate which ear you want the audio for your main and alternate channels to come out from, select the frequency you want to adjust and click the 0(9) button to modify the stereo settings. On the bottom right of the screen, you'll see an indicator that says either "left", "right" or "left and right". Ensure you do this for both your main and alternate channels on any radios you're using.

Now you should be able to hear both frequencies in different ears.

The BLUFOR issued AN/PRC-152 and its buttons explained.

Above: The BLUFOR issued AN/PRC-152 and its buttons explained.

FM/BG-679 - The radio and its purpose via Transactional Radio User

A radio is a specialized communication device designed for use by armed forces to facilitate secure and reliable communication on the battlefield and during military operations.

The primary purpose of a radio is to enable effective coordination and command among elements, allowing for the swift transmission of orders, intelligence, and situational updates. This real-time communication capability is crucial for coordinating maneuvers, calling for support, reporting enemy positions, and ensuring overall operational efficiency and safety of personnel during operations.

FM/BG-1695 - Applying RSVP when communicating on the radio via Transactional Radio User
  • Rhythm: Use short sentences divided into sensible phrases which maintain a natural rhythm, they should not be spoken word by word.
  • Speed: Speak slightly slower than normal conversation. Speed is easily adjusted by increasing or decreasing the length of pauses between phrases, as opposed to altering the length of pauses between words as this will create an unnatural, halted style of speech which is difficult to understand.
  • Volume: Volume should be as for normal conversation. There is no need to shout, the sensitivity of the microphone will clearly communicate your voice, even in a noisy environment.
  • Pitch: The voice should be the natural pitch of your voice to maintain clarity.

FM/G111 - Phonetics via Transactional Radio User

FM/BS-580 - Use the phonetic alphabet via Transactional Radio User

When pronouncing individual letters over a radio channel, replace the letter with the corresponding word from the following table:

LETTERWORDPRONUNCIATION
AALFAAL FAH
BBRAVOBRAH VOH
CCHARLIECHAR LEE OR SHAR LEE
DDELTADELL TAH
EECHOECH OH
FFOXTROTFOKS TROT
GGOLFGOLF
HHOTELHOH TELL
IINDIAIN DEE AH
JJULIETTJEW LEE ETT
KKILOKEY LOH
LLIMALEE MAH
MMIKEMIKE
NNOVEMBERNO VEM BER
OOSCAROSS CAH
PPAPAPAH PAH
QQUEBECKEH BECK
RROMEOROW ME OH
SSIERRASEE AIR RAH
TTANGOTANG GO
UUNIFORMYOU NEE FORM OR OO NEE FORM
VVICTORVIC TAH
WWHISKEYWISS KEY
XX-RAYECKS RAY
YYANKEEYANG KEY
ZZULUZOO LOO
FM/BS-581 - Use the correct numerical pronounciation via Transactional Radio User

When pronouncing individual numerals over a radio channel, pronounce the numeral according to the following table:

NUMERALPRONOUNCED
0ZE-RO
1WUN
2TOO
3TREE
4FOW-ER
5FIFE
6SIX
7SEV-EN
8AIT
9NIN-ER

FM/G278 - Callsigns via Transactional Radio User

FM/BG-1136 - Callsigns via Transactional Radio User

A callsign is the identifier that is used to address another unit over radio. Every unit down to the fireteam level has a unique callsign to identify it.

Some individuals also have their own callsigns. These are generally for people with leadership or specialised roles, like the platoon commander, platoon seargeant or forward air controller.

FM/BP-1283 - Callsign structure via Transactional Radio User

Deployment ORBATs in UNITAF have callsigns which are assigned by the deployments Field Leader, callsigns come from a pre-approved callsign list. Some callsigns are from the phonetic alphabet, ALPHA, BRAVO CHARLIE etc. However many other callsigns exist, and can carry themes such as birds, animals and chess pieces. Callsigns are usually words which are short, easy to say, remember and to understand.

In UNITAF Callsigns are assigned to Platoons or to Companies. When a Platoon is assigned a callsign, all subordinate elements of the Platoon also adopt that callsign. A simple example of how this works is outlined below.

  • Platoon HQ (ALPHA 9)
  • Platoon Sergeant (ALPHA 8)
  • Platoon RTO (ALPHA 7)
  • Platoon Medic (ALPHA 6)
  • 1st Squad (ALPHA 1-0)
    • 1st Squad 1st Fireteam (ALPHA 1-1)
    • 1st Squad 2nd Fireteam (ALPHA 1-2)
  • 2nd Squad (ALPHA 2-0)
    • 2nd Squad 1st Fireteam (ALPHA 2-1)
    • 2nd Squad 2nd Fireteam (ALPHA 2-2) 
  • 3rd Squad (ALPHA 3-0)
    • 3rd Squad 1st Fireteam (ALPHA 3-1)
    • 3rd Squad 2nd Fireteam (ALPHA 3-2)
FM/BS-582 - Use ACTUAL to refer to the leader of an element specifically via Transactional Radio User

When needing to speak to the leader of an element specifically, and not anyone else on net who may take transmissions for the callsign (platoon sergeant/radio operators etc.), append ACTUAL after the element's callsign.

ACTUAL is never combined with a personal callsign as defined in FM/BP-1137 - Personal callsigns

FM/BS-583 - Shorten callsigns when possible via Transactional Radio User

To keep radio communications brief, shorten callsigns whenever possible, according to the following rules:

  • Drop the common section of the callsign of all stations on the net (ALPHA 1-1 ←→ ALPHA 1-2 becomes (1 ←→ 2)
  • Drop the numerals when only a single station of that callsign is on the net (ALPHA 1 ←→ BRAVO 1 becomes ALPHA ←→ BRAVO)
FM/BS-584 - Use personal callsigns for the HQ element via Transactional Radio User

When addressing a specific person in the HQ element, use their personal callsign. The assignment of HQ personal callsigns works in reverse from the number 9, where 9 is the commander of that callsign. Typically, the second-in-command will be 8, forward air controllers, observers or medics can be 7, 6 and so on.

  • The personal callsign will be displayed on the ORBAT.
  • Personal callsigns are never transferred to another person, even when said person is incapacitated.
FM/BS-821 - Use ALL STATIONS to address all callsigns on the network via Transactional Radio User

When adressing all callsigns on a network, use ALL STATIONS instead of listing all callsigns separately.

FM/G278 - Callsigns via Fireteam Leader (≤6)

FM/BG-1136 - Callsigns via Transactional Radio User

A callsign is the identifier that is used to address another unit over radio. Every unit down to the fireteam level has a unique callsign to identify it.

Some individuals also have their own callsigns. These are generally for people with leadership or specialised roles, like the platoon commander, platoon seargeant or forward air controller.

FM/BP-1283 - Callsign structure via Transactional Radio User

Deployment ORBATs in UNITAF have callsigns which are assigned by the deployments Field Leader, callsigns come from a pre-approved callsign list. Some callsigns are from the phonetic alphabet, ALPHA, BRAVO CHARLIE etc. However many other callsigns exist, and can carry themes such as birds, animals and chess pieces. Callsigns are usually words which are short, easy to say, remember and to understand.

In UNITAF Callsigns are assigned to Platoons or to Companies. When a Platoon is assigned a callsign, all subordinate elements of the Platoon also adopt that callsign. A simple example of how this works is outlined below.

  • Platoon HQ (ALPHA 9)
  • Platoon Sergeant (ALPHA 8)
  • Platoon RTO (ALPHA 7)
  • Platoon Medic (ALPHA 6)
  • 1st Squad (ALPHA 1-0)
    • 1st Squad 1st Fireteam (ALPHA 1-1)
    • 1st Squad 2nd Fireteam (ALPHA 1-2)
  • 2nd Squad (ALPHA 2-0)
    • 2nd Squad 1st Fireteam (ALPHA 2-1)
    • 2nd Squad 2nd Fireteam (ALPHA 2-2) 
  • 3rd Squad (ALPHA 3-0)
    • 3rd Squad 1st Fireteam (ALPHA 3-1)
    • 3rd Squad 2nd Fireteam (ALPHA 3-2)
FM/BS-582 - Use ACTUAL to refer to the leader of an element specifically via Transactional Radio User

When needing to speak to the leader of an element specifically, and not anyone else on net who may take transmissions for the callsign (platoon sergeant/radio operators etc.), append ACTUAL after the element's callsign.

ACTUAL is never combined with a personal callsign as defined in FM/BP-1137 - Personal callsigns

FM/BS-583 - Shorten callsigns when possible via Transactional Radio User

To keep radio communications brief, shorten callsigns whenever possible, according to the following rules:

  • Drop the common section of the callsign of all stations on the net (ALPHA 1-1 ←→ ALPHA 1-2 becomes (1 ←→ 2)
  • Drop the numerals when only a single station of that callsign is on the net (ALPHA 1 ←→ BRAVO 1 becomes ALPHA ←→ BRAVO)
FM/BS-584 - Use personal callsigns for the HQ element via Transactional Radio User

When addressing a specific person in the HQ element, use their personal callsign. The assignment of HQ personal callsigns works in reverse from the number 9, where 9 is the commander of that callsign. Typically, the second-in-command will be 8, forward air controllers, observers or medics can be 7, 6 and so on.

  • The personal callsign will be displayed on the ORBAT.
  • Personal callsigns are never transferred to another person, even when said person is incapacitated.
FM/BS-821 - Use ALL STATIONS to address all callsigns on the network via Transactional Radio User

When adressing all callsigns on a network, use ALL STATIONS instead of listing all callsigns separately.

FM/G165 - Transactional communications via Transactional Radio User

FM/BG-1135 - Understanding transactional networks via Transactional Radio User

A transactional radio network is a network based on a transaction: a back and forth set of messages between a defined set of participants. It is bases on the following principles:

  1. Radio handshake: Every transaction (conversation) begins with a handshake that defines who will participate in the transaction. The handshake is initiated by the sending party and acknowledges by the receiving parties. This way, all parties are confident all other parties are ready to transmit and receive information. See FM/BS-822 - Initiate a conversation on a transactional network for how to perform the handshake. 
  2. Convey meaning through standardised words: To maximise understanding and minimise mixups, standardised words are used to convey a defined meaning. These words are choses so they cannot easily be confused with other words, especially when interacting with non-native English users. 
  3. Transaction end: Every transaction should be ended according to FM/BS-824 - End a conversation on a transactional network. This ensures everyone on the radio network is aware the transaction is over, and that another transaction may be started.
FM/BP-1284 - Types of transactional networks via Transactional Radio User

In transactional nets callsigns must first identify with one another and once ident has been completed, a series of tranmissions may take place, and then the transaction is ended with the proword "OUT". 

  • When a transaction is taking place between two callsigns, only those callsigns can use the net, other callsigns on the net must remain silent until they hear "OUT" which indicates that the transaction is completed.
  • UNITAF does not use the pro-word "OVER".
  • If a callsign who is not part of the ongoing transaction has urgent information to send, they can use the proword "BREAK BREAK BREAK" to break into a transaction.
  • Once a series of transmissions in a transaction are underway, IDENT does not need to happen for each message, just at the start and end of the transaction.

The below table shows the types of nets and their usage of IDENT and transactional communication procedures.

ActivityFireteamSquadPlatoonCompanyDirect/Special
IDENTUse names or buddy team coloursShort callsignsFull callsignsFull callsignsFull callsigns
TRANSACTIONALNOYESYESYESYES
FM/BS-838 - Join a transactional network via Transactional Radio User

Join a transactional network by saying:

[your full callsign], checking into the net

or shortened as:

[your full callsign], checking in

FM/BS-822 - Initiate a conversation on a transactional network via Transactional Radio User

When starting a conversation on a transactional network, state:

[reciever callsign(s)], 

(this is) [sender callsign], 

(priority)

 

The other party(ies) respond, in order of their callsign, with:

[sender callsign], 

(this is) [reciever callsign]

 

ProwordMeaning
THIS IS May (but is not required to) be ommitted if there is only a single reciever, or when responding.
PRIORITY The message has urgency over normal messages
FM/BS-824 - End a conversation on a transactional network via Transactional Radio User

When ending a conversation on a transactional network, append OUT at the end of the transmission.

A transmission can only be ended by the party that has the initiative in the conversation.

FM/G165 - Transactional communications via Fireteam Leader (≤6)

FM/BG-1135 - Understanding transactional networks via Transactional Radio User

A transactional radio network is a network based on a transaction: a back and forth set of messages between a defined set of participants. It is bases on the following principles:

  1. Radio handshake: Every transaction (conversation) begins with a handshake that defines who will participate in the transaction. The handshake is initiated by the sending party and acknowledges by the receiving parties. This way, all parties are confident all other parties are ready to transmit and receive information. See FM/BS-822 - Initiate a conversation on a transactional network for how to perform the handshake. 
  2. Convey meaning through standardised words: To maximise understanding and minimise mixups, standardised words are used to convey a defined meaning. These words are choses so they cannot easily be confused with other words, especially when interacting with non-native English users. 
  3. Transaction end: Every transaction should be ended according to FM/BS-824 - End a conversation on a transactional network. This ensures everyone on the radio network is aware the transaction is over, and that another transaction may be started.
FM/BP-1284 - Types of transactional networks via Transactional Radio User

In transactional nets callsigns must first identify with one another and once ident has been completed, a series of tranmissions may take place, and then the transaction is ended with the proword "OUT". 

  • When a transaction is taking place between two callsigns, only those callsigns can use the net, other callsigns on the net must remain silent until they hear "OUT" which indicates that the transaction is completed.
  • UNITAF does not use the pro-word "OVER".
  • If a callsign who is not part of the ongoing transaction has urgent information to send, they can use the proword "BREAK BREAK BREAK" to break into a transaction.
  • Once a series of transmissions in a transaction are underway, IDENT does not need to happen for each message, just at the start and end of the transaction.

The below table shows the types of nets and their usage of IDENT and transactional communication procedures.

ActivityFireteamSquadPlatoonCompanyDirect/Special
IDENTUse names or buddy team coloursShort callsignsFull callsignsFull callsignsFull callsigns
TRANSACTIONALNOYESYESYESYES
FM/BS-838 - Join a transactional network via Transactional Radio User

Join a transactional network by saying:

[your full callsign], checking into the net

or shortened as:

[your full callsign], checking in

FM/BS-822 - Initiate a conversation on a transactional network via Transactional Radio User

When starting a conversation on a transactional network, state:

[reciever callsign(s)], 

(this is) [sender callsign], 

(priority)

 

The other party(ies) respond, in order of their callsign, with:

[sender callsign], 

(this is) [reciever callsign]

 

ProwordMeaning
THIS IS May (but is not required to) be ommitted if there is only a single reciever, or when responding.
PRIORITY The message has urgency over normal messages
FM/BS-824 - End a conversation on a transactional network via Transactional Radio User

When ending a conversation on a transactional network, append OUT at the end of the transmission.

A transmission can only be ended by the party that has the initiative in the conversation.

FM/G279 - Responding to transactional messages via Transactional Radio User

FM/BS-823 - Confirm understanding of a transmission on a transactional network via Transactional Radio User

When indicating your understading of a transmission use either of the following:

ProwordMeaning
ROGERI understand
WILCOI understand and I will do it

Never use these together, as WILCO implies ROGER.

FM/BS-837 - Ask to clarify a poorly understood transmission on a transactional network via Transactional Radio User
ProwordMeaning
SAY AGAINRepeat the information
SPEAK SLOWERYou are talking too fast, speak slower in the future
FM/BS-829 - Delay responding to a transmission on a transactional network via Transactional Radio User

When unable to respond to a transmission, use either of the following:

ProwordMeaning
WAIT ONEA response will be transmitted in a few seconds.
WAIT OUTA response cannot be transmitted soon. This ends the conversation

FM/G279 - Responding to transactional messages via Fireteam Leader (≤6)

FM/BS-823 - Confirm understanding of a transmission on a transactional network via Transactional Radio User

When indicating your understading of a transmission use either of the following:

ProwordMeaning
ROGERI understand
WILCOI understand and I will do it

Never use these together, as WILCO implies ROGER.

FM/BS-837 - Ask to clarify a poorly understood transmission on a transactional network via Transactional Radio User
ProwordMeaning
SAY AGAINRepeat the information
SPEAK SLOWERYou are talking too fast, speak slower in the future
FM/BS-829 - Delay responding to a transmission on a transactional network via Transactional Radio User

When unable to respond to a transmission, use either of the following:

ProwordMeaning
WAIT ONEA response will be transmitted in a few seconds.
WAIT OUTA response cannot be transmitted soon. This ends the conversation

FM/G280 - Sending transactional messages via Fireteam Leader (≤6)

FM/BS-825 - Break up long transmissions on a transactional network via Transactional Radio User

Use BREAK to split long transmissions into multiple parts of roughly 5 seconds.

After transmitting BREAK, uncue the radio and pause for 2 seconds, before continuing.

FM/BS-836 - Respond to a readback on a transactional networks via Transactional Radio User

If the readback was correct, transmit:

Correct

 

If the readback was inccorect, transmit:

Negative, I say again, [correct information]

FM/BS-827 - Correct yourself on a transactional network via Transactional Radio User

After stating incorrect information state the following: 

correction, [corrected information]

 

After stating information that was correct at the time, but isn't anymore state the following: 

disregard ([stale information])

FM/BG-1287 - How to deal with unresponsive callsigns via Fireteam Leader (≤6)

If a callsign is not answering you, try to reach them for a total of three times with several seconds passing in between. Each additional time they may add the information that they haven’t received anything, to make other stations aware of it.

If the suspected station is your superior you may assume that they may be incapacitated and/or killed and the next station in the Chain of Command needs to take command in their place.

Example

This example will cover a squad net on channel 250 consisting of Outlaw 1-0, 1-1, 1-2 and 1-3. 1-2 is trying to reach 1-0 without success: 

Trying to contact

1-2: Actual, this is 2.

1-0: (1-0 is not responding so after a couple of seconds 1-2 tries again)

1-2: Actual, this is 2, nothing heard.

1-0: (1-0 is not responding so after a couple of seconds 1-2 tries for the last time)

1-2: Actual, this is 2, nothing heard OUT.

1-0: (1-0 is not responding so 1-1 needs to take command)

 

Succession of command

1-2: 1, this is 2.

1-1: 2 this is 1.

1-2: You need to take command.

1-1: This is 1, taking command..

FM/BS-828 - Relay information to others on a transactional network via Transactional Radio User

When asking another callsign to relay information, state:

relay to [final receiver callsign] [information to relay]

 

When relaying information from another callsign, state:

relay from [original sender callsign] [information to relay]

 

FM/BS-835 - Use correct radio jargon on a transactional network via Transactional Radio User

Use the following standardized words instead of other synonyms on a transactional network:

WordMeaning
AFFIRMATIVEYes
NEGATIVENo
CLICKSKilometers
MIKESMinutes

FM/G280 - Sending transactional messages via Transactional Radio User

FM/BS-825 - Break up long transmissions on a transactional network via Transactional Radio User

Use BREAK to split long transmissions into multiple parts of roughly 5 seconds.

After transmitting BREAK, uncue the radio and pause for 2 seconds, before continuing.

FM/BS-836 - Respond to a readback on a transactional networks via Transactional Radio User

If the readback was correct, transmit:

Correct

 

If the readback was inccorect, transmit:

Negative, I say again, [correct information]

FM/BS-827 - Correct yourself on a transactional network via Transactional Radio User

After stating incorrect information state the following: 

correction, [corrected information]

 

After stating information that was correct at the time, but isn't anymore state the following: 

disregard ([stale information])

FM/BG-1287 - How to deal with unresponsive callsigns via Fireteam Leader (≤6)

If a callsign is not answering you, try to reach them for a total of three times with several seconds passing in between. Each additional time they may add the information that they haven’t received anything, to make other stations aware of it.

If the suspected station is your superior you may assume that they may be incapacitated and/or killed and the next station in the Chain of Command needs to take command in their place.

Example

This example will cover a squad net on channel 250 consisting of Outlaw 1-0, 1-1, 1-2 and 1-3. 1-2 is trying to reach 1-0 without success: 

Trying to contact

1-2: Actual, this is 2.

1-0: (1-0 is not responding so after a couple of seconds 1-2 tries again)

1-2: Actual, this is 2, nothing heard.

1-0: (1-0 is not responding so after a couple of seconds 1-2 tries for the last time)

1-2: Actual, this is 2, nothing heard OUT.

1-0: (1-0 is not responding so 1-1 needs to take command)

 

Succession of command

1-2: 1, this is 2.

1-1: 2 this is 1.

1-2: You need to take command.

1-1: This is 1, taking command..

FM/BS-828 - Relay information to others on a transactional network via Transactional Radio User

When asking another callsign to relay information, state:

relay to [final receiver callsign] [information to relay]

 

When relaying information from another callsign, state:

relay from [original sender callsign] [information to relay]

 

FM/BS-835 - Use correct radio jargon on a transactional network via Transactional Radio User

Use the following standardized words instead of other synonyms on a transactional network:

WordMeaning
AFFIRMATIVEYes
NEGATIVENo
CLICKSKilometers
MIKESMinutes

FM/G292 - Intravehicle communication

FM/BG-1321 - Vehicle crew radio best practice via Light Vehicle Crewman (Commander)
  • Maintain clear and consistent communication within the crew and with your higher element at all times.
  • Program both radios: use the Short Range (SR) for internal crew comms and the Long Range (LR) for communication with your higher element.
  • Keep the SR radio ready and correctly configured, so it can be used immediately when dismounted.
  • When dismounted, use SR radios to stay in contact with the rest of the crew and higher elements.
FM/BS-1362 - Report vehicle damage

Communicate “[part of the vehicle] DISABLED” to the other crewmembers. Example: “GUN DISABLED”

FM/BG-1320 - Vehicle intercom systems via Light Vehicle Crewman (Commander)

Most armoured vehicles are equipped with an intercom system that allows voice communication between all occupants by retransmitting speech through internal headsets.

  • Most vehicles provide at least two intercom channels: Crew and Cargo.
  • Some vehicles, especially older types or those without passenger space, may only have a single shared channel.
  • When first entering a vehicle, the Cargo channel is selected by default.
  • Passengers should remain on the Cargo channel unless instructed otherwise.
  • Vehicle crew should switch to the Crew channel to prevent interference from passenger communications.

FM/G94 - Infantry formations via Fireteam Leader (≤6)

FM/BG-691 - Introduction to formations via Fireteam Leader (≤6)

Formations are a set way of positioning members of an element during combat. These formations are used for several key reasons:

  1. Command and control: They allow leaders to effectively manage and direct their units, ensuring clear communication and efficient execution of orders.
  2. Mutual support and security: Soldiers in these formations can cover each other, provide overlapping fields of fire, and maintain situational awareness, enhancing their overall survivability and effectiveness.
  3. Team cohesion: By having a standard for where everyone should be, it is easier to maintain cohesion as an element
FM/BG-466 - Fireteam wedge via Fireteam Leader (≤6)

The wedge is a versatile formation that is easy to establish and control. It allows for good all-around observation and security, and can be used in the majority of situations encountered. Fire can be placed in any direction in good quantity, and a shift in formation upon contact is easy to accomplish to suit where the contact came from.

If contacted from the front or rear, the wedge allows for easy transition to a line formation. If attacked from either side, one buddy team is able to return fire whilst the other maneuvers to support them.

The fireteam leader will usually take the forward-most position, with the first buddy team to their left, and the second buddy team to their right. The fireteam leader may adjust positions within the formation based on need, such as putting the automatic rifleman to the front and the medic to the rear, but should generally avoid splitting buddy teams between the two sides.

 

Strengths:

  • Good all-around security
  • Allows balanced volume of fire in all directions
  • Good movement control, even with limited visibility or difficult terrain
  • Easily transitions to other formations

Weaknesses:

  • The balanced forward, rearward, and side firing angles are each limited compared to other formations
  • May not be suitable for restrictive terrain
A fireteam wedge, led by the fireteam leader

Above: A fireteam wedge, led by the fireteam leader

FM/BG-467 - Fireteam line via Fireteam Leader (≤6)

The line formation is well-suited for advancing towards a known or suspected threat with the maximum number of guns brought to bear, and excels at placing a heavy volume of fire to the formation's front.

 

Strengths:

  • Allows largest possible volume of fire forward and rearward
  • Good troop dispersion
  • Large area coverage
  • Easily transitions to base of fire, bounding overwatch, or flanking maneuvers

Weaknesses:

  • Vulnerable to both sides
  • Allows very limited volume of fire on both sides
  • Difficult to maneuver and control movement
  • Highly visible due to large area coverage
  • Ill-suited for maintaining stealth
A fireteam line

Above: A fireteam line

FM/BG-468 - Fireteam column via Fireteam Leader (≤6)

The fireteam column is the opposite of a fireteam line in that, instead of being lined up left-to-right, the fireteam is lined up front-to-back. In other words, a single column line. Each team member after the point man should walk the exact same path as the person in front of them, to minimize risk of exposure to environmental hazards (such as mines or IEDs), and to keep the team together in low-visibility environments and on difficult terrain. When available, a role with a mine detector, such as an EOD Specialist or combat engineer, should take point if such hazards are known or suspected in the area.

A column must be used with caution, as only the point man can immediately react to any contact from the front, while the rest of the team must maneuver to support. If the team is in a column because the area is dangerous, those maneuvers are especially risky.

 

Strengths:

  • Easiest formation to control, especially on difficult or restrictive terrain
  • Allows largest possible volume of fire on both sides
  • Easy to maintain at higher movement speeds
  • Ideal for maintaining stealth

Weaknesses:

  • Vulnerable to the front and rear
  • Allows very limited volume of fire forward
  • Often has poor dispersion of troops, especially with limited visibility
  • Difficult to transition to base of fire, bounding overwatch, or flanking maneuvers
A fireteam column, led by the fireteam leader

Above: A fireteam column, led by the fireteam leader

FM/BG-470 - Fireteam staggered column via Fireteam Leader (≤6)

The fireteam staggered column sees the fireteam split into two adjacent column formations, staggered so that each member of each column is diagonal from those in the adjacent column. They should never be directly next to each other, as this prevents one team member from being able to effectively return fire when contacted from the side. Additionally, being staggered improves the spacing between fireteam members, reducing risk from explosives and ambushes.

The staggered column is usually utilized when following a road, and is useful for scouting ahead of friendly vehicles and sweeping the road for hazards. It also allows the team to maintain improved security over a single column, while avoiding walking on the center of the road. The team can easily condense into a single column on either side of the road at any time.

The staggered column does make it more difficult to effectively return fire to the front without forming a wedge, though is still better than a single column formation.

Buddy teams should create the front and rear of the formation, not the left and right columns. When the team takes contact from front or rear, this allows one buddy team to return fire whilst the other maneuvers to support them. When taking contact from the sides, it allows for the quick formation of a fireteam line, with one buddy team on the left and right.

 

Strengths:

  • Good dispersion of troops
  • Allows large volume of fire on both sides
  • Better forward and rearward sectors of fire than a column
  • Good maneuverability and movement control

Weaknesses:

  • Fairly vulnerable to the front and rear
  • Allows limited volume of fire forward and rearward
  • Difficult to transition into base of fire, bounding overwatch, or flanking maneuvers
A fireteam staggered column, led by the fireteam leader

Above: A fireteam staggered column, led by the fireteam leader

FM/BG-469 - Fireteam echelon (left/right) via Fireteam Leader (≤6)

Echelon left/right comprises the fireteam creating a single diagonal line going rearwards from the given side of the point man, which is usually the fireteam leader. Echelon left means the fireteam will be on the point man’s left, while echelon right means the fireteam will be on the point man’s right.

Used when the fireteam has another element covering the echelon’s weak side (the left side of an echelon right, and vice versa). Most commonly used to create a squad wedge formation, which is two fireteam echelon formations connecting to form a protective wedge for the squad leader element.

 

Pros:

  • Allows excellent volume of fire on the specified side
  • Allows good volume of fire forward and rearward
  • Easily transitions to other formations

Cons:

  • Vulnerable to the opposite side without an adjacent element
  • Somewhat difficult to maneuver
  • Not suitable for restrictive terrain
An echelon left (top) and an echelon right (bottom), each led by the fireteam leader

Above: An echelon left (top) and an echelon right (bottom), each led by the fireteam leader

FM/BG-472 - Squad column via Fireteam Leader (≤6)

The squad column comprises a fireteam wedge at the front, the other fireteam wedge at the rear, and the squad Leader element in the middle. The most common squad formation, it allows contact from either side to be engaged by both fireteams, while contact from the front or rear allows one fireteam to establish a base of fire whilst the other maneuvers to support.

 

Pros:

  • Good all-around security
  • Allows large volume of fire to the sides
  • Good movement control with limited visibility or difficult terrain
  • Easily transitions to base of fire, bounding overwatch, or flanking maneuvers

Cons:

  • Allows limited volume of fire forward and rearward
  • May not be suitable for restrictive terrain
A squad column, led by the first fireteam leader

Above: A squad column, led by the first fireteam leader

FM/BG-471 - Squad wedge via Fireteam Leader (≤6)

The squad wedge is created by having two fireteams form an echelon left and an echelon right, and connecting at their point men, usually with the first fireteam leader or taking point. In other words, wherein the fireteam wedge has a buddy team on either side, the squad wedge has a Fireteam on either side. The squad leader element is positioned behind the front of the wedge, but still within the formation, for optimal security and control over the formation.

Just like the fireteam wedge, if contacted from the front or rear, the wedge allows for easy transition to a line formation. If attacked from either side, one fireteam is able to return fire whilst the other maneuvers to support them.

 

Pros:

  • Well-balanced for contact from the front, rear, and both sides
  • Balanced volume of fire forward, rearward, and to both sides
  • Good movement control, even with limited visibility or difficult terrain
  • Large area coverage
  • Easily transitions to other formations

Cons:

  • The balanced forward, rearward, and side firing angles are each limited compared to other formations
  • Highly visible due to large area coverage
  • May not be suitable for restrictive terrain
A squad wedge, led by the first fireteam leader

Above: A squad wedge, led by the first fireteam leader

FM/BG-473 - Squad file via Fireteam Leader (≤6)

The squad file comprises the whole squad as one single column line, with one Fireteam at the front, the squad leader element in the middle, and the other Fireteam at the rear.

Just like the fireteam column, the squad file is usually used when there is a risk of mines/IEDs or other UXOs, to minimize risk of detonation by ensuring each person steps exactly where the point man did. It can also be used to maintain stealth, as the point man only needs to find a single path for the entire squad, and can easily stop the formation to avoid detection.

 

Strengths:

  • Easiest formation to control, especially on difficult or restrictive terrain
  • Allows largest possible volume of fire on both sides
  • Easy to maintain at higher movement speeds
  • Ideal for maintaining stealth

Weaknesses:

  • Vulnerable to the front and rear
  • Allows very limited volume of fire forward
  • Poor dispersion of troops, especially with limited visibility
  • Difficult to transition into base of fire, bounding overwatch, or flanking maneuvers
A squad file, led by the first fireteam leader

Above: A squad file, led by the first fireteam leader

FM/BG-474 - Squad staggered column via Fireteam Leader (≤6)

The squad staggered column is created by having one fireteam in a staggered column at the front, the squad leader element in the middle, and the other fireteam in a staggered column at the rear. The formation can be done as either a single, unbroken staggered column, or with additional spacing between each element’s staggered column..

Similar to the fireteam staggered column, it is usually utilized when following a road, and is useful for scouting ahead of friendly vehicles and sweeping the road for hazards. It also allows the squad to maintain improved security while avoiding walking on the center of the road.

 

Strengths:

  • Good dispersion of troops
  • Allows large volume of fire on both sides
  • Better forward and rearward security than a file
  • Good maneuverability and movement control

Weaknesses:

  • Vulnerable to the front and rear
  • Allows limited volume of fire forward and rearward
  • Difficult to transition into base of fire, bounding overwatch, or flanking maneuvers
A squad staggered column, led by the first fireteam leader

Above: A squad staggered column, led by the first fireteam leader

FM/BS-666 - Maintain position in a formation via Fireteam Leader (≤6)

Maintain the correct position in the formation set by the element leader.

FM/G293 - Vehicle formations

FM/BS-1327 - Maintain position in a vehicle formation

Maintain the correct position in the mounted formation set by the element commander.

FM/BG-1326 - Section file via Light Vehicle Crewman (Commander)

The Section File is used for movement through restricted terrain or when forming a convoy.All vehicles follow the same path, typically along a road or marked route. As only the lead vehicle can observe and engage directly forward, this formation should only be used when contact is unlikely.

FM/BG-1325 - Section wedge via Light Vehicle Crewman (Commander)

The Section Wedge is suited for movement in areas where contact is expected but the enemy's location is unknown. One or two vehicles lead, with the remaining vehicles forming echelons on both sides of the lead element to provide wide observation and fire coverage.

FM/BG-1324 - Section column via Light Vehicle Crewman (Commander)

The Section Column is suited for movement through safe areas where immediate contact is not expected. Vehicles move in pairs, with each pair abreast and following the one in front.

FM/BG-1323 - Section line via Light Vehicle Crewman (Commander)

The Section Line formation is used when providing fire support or advancing toward a known enemy position. All vehicles are positioned abreast, allowing maximum forward firepower and observation coverage. Distances between vehicles are dictated by the tactical situation.

FM/BG-1322 - Vehicle formations vs infantry formations via Light Vehicle Crewman (Commander)

Vehicle formations follow the same foundational principles as infantry formations but are adapted for vehicle size, protection, and capabilities.

  • Spacing: Greater distance is maintained between vehicles to reduce the risk from explosions and accommodate vehicle size.
  • Observation: Crews benefit from enhanced optics and multiple observers, allowing for wider spacing and improved situational awareness.
  • Static posture: Unlike infantry formations, vehicle formations are maintained even when static, with emphasis on cover and turret-down positioning rather than strict alignment.

FM/G294 - Combined arms formations

FM/BG-1329 - Vehicle with flanking infantry via Light Vehicle Crewman (Commander)

The Vehicle with Flanking Infantry formation provides mutual protection and situational awareness.

Infantry elements move slightly ahead on both sides of the vehicle, staying roughly level with the vehicle's centre.

This arrangement enhances security against close threats while allowing the vehicle to support both flanks with its firepower.

FM/BG-1328 - Vehicle following infantry via Light Vehicle Crewman (Commander)

The Vehicle Following Infantry formation is used when vehicles provide close support from behind advancing infantry.

Vehicles follow at a 40–60 m distance, maintaining pace with the infantry while preserving freedom of movement and minimizing risk of interference or fratricide. This formation has an increased risk of fratricide by overpressure, see FM/BG-1332 - Vehicles in an urban environment.

This formation allows vehicles to deliver responsive fire support without restricting infantry manoeuvre.

FM/BG-1330 - Vehicle leading infantry via Light Vehicle Crewman (Commander)

The Vehicle Leading Infantry formation is used when the vehicle provides frontal protection for advancing infantry.

The vehicle moves ahead of the infantry, using its armour and weapons to suppress or draw enemy fire.

This is most effective when advancing across open terrain or toward a known threat, allowing infantry to follow under cover.

FM/BS-1331 - Maintain position in a combined arms formation

Maintain the correct position in the combined arms formation set by the element commander.

FM/G320 - Utilizing terrain via Fireteam Leader (≤6)

FM/BG-1504 - Cover vs concealment via Fireteam Leader (≤6)

Cover and concealment both reduce risk to friendly forces, but they protect against different threats and are not interchangeable.

Cover protects personnel from enemy fire and blast effects. It physically stops or degrades projectiles and fragments. Effective cover reduces the likelihood of injury or death when under fire but may still allow the enemy to observe the position.

Concealment protects personnel from enemy observation and detection. It hides movement and positions but does not stop bullets or blast effects. Concealment reduces the chance of being engaged but provides little protection once contact occurs.

Key Distinctions

  • Protection Type: Cover provides physical protection; concealment provides visual protection.
  • Effect Under Fire: Cover remains effective once engaged; concealment does not.
  • Visibility: Cover may be visible to the enemy; concealment may hide a position entirely.
  • Use in Manoeuvre: Concealment is prioritised to avoid contact; cover is prioritised once contact is made.

Effective use of terrain balances both. Concealment is used to prevent detection, while cover is used to survive engagement when detection occurs.

FM/BS-1425 - Use terrain for concealment via Fireteam Leader (≤6)

Use vegetation and elevation differences to conceal your element. Also consider concealment from flying platforms, which is something a tree canopy can provide.

FM/BS-1426 - Use terrain to gain an advantageous combat position via Fireteam Leader (≤6)

Use terrain to give the element the upper hand in an engagement:

  • Use terrain features as cover
  • Use terrain as funnels to lay ambushes
  • Use elevation difference to shoot down on the enemy
FM/BG-1505 - Operating in stealth via Fireteam Leader (≤6)

Operating in stealth requires practice however there are some fundamentals can that be followed:

Movement Discipline

  • Move slowly in hostile areas to reduce noise and visibility.
  • Stay low in open terrain and use terrain features for concealment.
  • Limit unnecessary movement near enemy positions.

Visual & Thermal Camouflage

  • Wear appropriate camo based on the environment (woodland, urban, desert).
  • Use natural shadows, foliage, and structures to remain hidden.
  • Be aware that some enemies may have thermal optics or night sights.

Noise & Light Discipline

  • Keep flashlights, lasers, and unnecessary lights off.
  • If using voice chat, whisper mode can help to prevent noise detection.
  • Avoid firing weapons unless absolutely necessary.
FM/BG-1506 - Stealth in different environments via Fireteam Leader (≤6)

Different environments can introduce unique challenges to reconnaissance and stealth. Understanding how to adapt ensures better survival and intelligence gathering:

Dense Forest & Jungle Environments

  • Use slow, deliberate movement to avoid detection and minimize noise. The enemy may be close before either side notices.
  • Stick to natural cover like bushes and trees instead of roads or paths.
  • Engage only when necessary. visibility is low, and firefights can quickly become chaotic.

Arctic Conditions

  • Visibility is often high, so use terrain dips, tree lines, and elevation changes for cover.
  • Be aware of long-range optics and thermal imaging, which are more effective in open snow environments.

Desert & Sparse Terrain

  • Stay low and avoid silhouetting against ridgelines.
  • Movement is often visible from long distances, move during low light hours if possible.

Urban

  • Use building interiors, rooftops, and alleyways for movement and observation.
  • Avoid crossing large open spaces unless necessary, stick to walls and cover.
  • Be mindful of elevated enemy positions and sniper threats. 

FM/G321 - Building stones of offensive tactics via Fireteam Leader (≤6)

FM/BS-1427 - Achieve fire superiority via Fireteam Leader (≤6)

Apply sufficient fire to reduce the enemy’s ability to return effective fire.

  • Direct fire toward known or suspected enemy positions to suppress them.
  • Increase volume, accuracy, or tempo of fire until enemy fire becomes ineffective or sporadic.
  • Use suppressive fire as the primary method; at closer ranges or against small elements, deliberate fire may be sufficient.
  • Maintain fire until friendly manoeuvre or disengagement is achieved.

Fire superiority enables freedom of movement and reduces friendly casualties.

FM/BS-1428 - Fire and manoeuvre via Fireteam Leader (≤6)

Engage the enemy while repositioning to prevent being fixed in place.

  • Apply effective fire to suppress or fix the enemy.
  • Reposition elements after limited engagement time from the same position.
  • Use movement to deny the enemy predictable targeting and control.
  • Exploit new positions to gain improved firing angles and observation.
  • Maintain coordination so fire and movement remain mutually supporting.

Prolonged firing from a single position increases vulnerability. Continuous manoeuvre preserves initiative and survivability.

FM/BS-1430 - Fix the enemy via Fireteam Leader (≤6)

Prevent the enemy from manoeuvring or disengaging.

  • Apply sufficient fire to force the enemy to remain in position.
  • Maintain continuous pressure to limit enemy movement and initiative.
  • Avoid over‑committing forces intended for manoeuvre.
  • Adjust fire to maintain suppression without unnecessary exposure.
FM/BG-1507 - Avoiding regrouping on enemy positions via Fireteam Leader (≤6)

Enemy positions should not be used as regroup or rally points after contact or assault. Once occupied, these locations are likely known or pre-planned for indirect fires, air attack, or follow-on engagement.

Even if cleared or abandoned, the enemy may still respond with artillery, mortars, or direct fire once friendly forces occupy the position, increasing vulnerability during reorganisation.

Following contact, elements should displace to a separate, concealed, and defensible location to reorganise, treat casualties, redistribute ammunition, and establish security. Selecting regroup points away from enemy positions reduces predictability and improves survivability

FM/BS-1429 - Find the enemy via Fireteam Leader (≤6)

Identify the enemy’s location, strength, and disposition while minimising exposure.

  • Use observation, movement, and probing fire to locate enemy elements.
  • Confirm enemy positions through multiple indicators where possible.
  • Avoid committing decisively before the enemy is identified.
  • Report contact clearly to enable follow‑on actions.
FM/BS-1519 - Consolidation & reorganisation via Fireteam Leader (≤6)

Following contact, restore combat effectiveness before continuing operations.

Immediate Priorities

  • Move off of the enemy position.
  • Establish security.
  • Confirm command structure.
  • Assess casualties.
  • Redistribute ammunition.
  • Re-establish orientation.

Follow-On

  • Reassign tasks as required.
  • Report status.
  • Prepare for follow-on action.
FM/BS-1431 - Flank the enemy via Fireteam Leader (≤6)

Manoeuvre elements to attack the enemy from a position of advantage.

  • Move outside the enemy’s primary arcs of fire and observation.
  • Use terrain, timing, and suppression to conceal movement.
  • Maintain coordination with fixing elements to prevent enemy reorientation.
  • Position flanking elements to engage decisive targets or vulnerabilities.
FM/BS-1432 - Finish the enemy via Fireteam Leader (≤6)

Destroy, dislodge, or force the enemy to disengage.

  • Apply overwhelming fire and manoeuvre from decisive positions.
  • Maintain momentum to prevent enemy recovery or withdrawal.
  • Clear remaining resistance methodically.
  • Re‑establish control and prepare for follow‑on actions.

FM/G322 - Applied offensive tactics via Fireteam Leader (≤6)

FM/BG-1476 - Feint / Demonstration via Fireteam Leader (≤6)

Feints and demonstrations are conducted to deceive the enemy regarding friendly intent, location, or main effort.

A feint involves limited engagement to provoke a reaction, while a demonstration shows force without committing decisively. Both aim to draw enemy attention, fix forces, or cause misallocation of resources.

Key characteristics of feints and demonstrations:

  • Actions are believable and consistent with real attacks.
  • Force is applied selectively to avoid decisive engagement.
  • Enemy reactions are observed and exploited elsewhere.
  • Risk is carefully controlled to prevent escalation.
  • Coordination ensures deception supports the main effort.

Feints and demonstrations are most effective when the enemy relies on reactive decision‑making and lacks complete situational awareness.

FM/BG-1492 - Raid via Fireteam Leader (≤6)

A raid is a deliberate, time-limited offensive action conducted to achieve a specific objective and then disengage.

Raids are not intended to seize or hold terrain. Instead, they focus on striking a defined target (such as personnel, equipment, infrastructure, or information) before withdrawing on a planned route.

Key characteristics of a raid:

  • Clearly defined objective and end state.
  • Emphasis on surprise, speed, and violence of action.
  • Limited duration with a planned withdrawal.
  • Forces are task-organised specifically for the objective.
  • Disengagement is planned before the raid begins.

Raids rely on coordination between finding, fixing, and striking elements to isolate the objective and prevent enemy reinforcement. Once the objective is achieved, elements disengage rapidly to avoid becoming fixed or encircled.

A raid is most effective when the enemy is unprepared, reaction times are limited, and the attacking force retains freedom of manoeuvre throughout the action.

FM/BG-1473 - Exploitation via Fireteam Leader (≤6)

Exploitation focuses on capitalising on enemy disruption or collapse to expand the success of an attack.

When an enemy loses cohesion, elements rapidly advance to deny them the ability to reorganise, establish new defensive positions, or withdraw in good order. The objective is to turn a local success into a decisive advantage through momentum and pressure.

Key characteristics of exploitation:

  • Speed and aggression are prioritised over consolidation.
  • Enemy gaps, withdrawals, and confusion are exploited immediately.
  • Objectives are flexible and may shift based on enemy reaction.
  • Command focuses on maintaining tempo rather than perfect alignment.
  • Exploitation ends before elements become overextended or isolated.

Exploitation is most effective when situational awareness is high and coordination allows combat power to be redirected quickly toward vulnerable enemy elements.

FM/BG-1474 - Pursuit (limited) via Fireteam Leader (≤6)

Limited pursuit is conducted to maintain pressure on a withdrawing enemy without committing to a full chase.

The intent is to prevent the enemy from disengaging cleanly, force continued movement, and inflict additional losses while avoiding overextension. Pursuit remains controlled and is broken deliberately when risk outweighs gain.

Key characteristics of limited pursuit:

  • Pressure is applied without abandoning formation integrity.
  • Fire and manoeuvre are used to keep the enemy moving.
  • Contact is maintained selectively, not continuously.
  • Boundaries and disengagement criteria are clearly understood.
  • Elements avoid being drawn into prepared positions or ambushes.

Limited pursuit is most effective when the enemy is disorganised but still capable of resistance, and when friendly forces retain freedom to disengage at will.

FM/BG-1475 - Fixing attack via Fireteam Leader (≤6)

A fixing attack is conducted to prevent the enemy from manoeuvring, reinforcing, or disengaging.

Rather than seeking immediate destruction, the fixing element applies sustained pressure to hold the enemy in place while other elements manoeuvre to achieve decisive effects elsewhere.

Key characteristics of a fixing attack:

  • Fire is used to deny enemy movement and initiative.
  • Positions are maintained long enough to shape the battlefield.
  • The fixing element avoids unnecessary advance or exposure.
  • Success is measured by enemy immobility, not terrain gained.
  • Coordination with manoeuvring elements is critical.

Fixing attacks are commonly used as part of larger manoeuvre schemes such as anvil and hammer, encirclement, or breakthrough operations.

FM/BG-1433 - Pincer via Fireteam Leader (≤6)

A pincer attack applies pressure on the enemy from two different directions at the same time.

By attacking from multiple axes, the enemy is forced to divide attention, fire, and manoeuvre, reducing their ability to respond effectively. The intent is to collapse resistance by overwhelming the enemy’s ability to orient toward a single threat.

Key characteristics of a pincer attack:

  • Two manoeuvre elements attack from separate directions.
  • Pressure is applied simultaneously rather than sequentially.
  • Enemy freedom of movement is restricted.
  • Enemy fire and command are divided across multiple threats.

Pincer attacks are most effective when coordination and timing prevent either element from becoming decisively engaged alone.

FM/BG-1434 - Anvil and hammer via Fireteam Leader (≤6)

An anvil and hammer attack fixes the enemy in place while a manoeuvre element strikes from a different direction.

One element applies sustained pressure to prevent the enemy from repositioning, while the second element manoeuvres to attack exposed flanks or rear areas. The enemy’s focus on the fixing force creates an opportunity for decisive manoeuvre.

Key characteristics of an anvil and hammer attack:

  • One element fixes the enemy through pressure.
  • One element manoeuvres to strike from an offset direction.
  • Success depends on maintaining pressure until manoeuvre is complete.
  • Manoeuvre is protected by the fixing element.

Anvil and hammer attacks are most effective when the fixing force can hold the enemy’s attention long enough for manoeuvre to succeed.

FM/BG-1435 - Frontal assault via Fireteam Leader (≤6)

A frontal assault advances directly against the enemy from a single direction.

All elements apply pressure along the same axis to fix the enemy while progressively closing distance. Fire and movement are used to maintain momentum and prevent the enemy from disengaging or reorganising.

Key characteristics of a frontal assault:

  • Attack is conducted from a single direction.
  • All elements contribute to fixing the enemy.
  • Progress is achieved through coordinated fire and movement.
  • Predictability is offset by sustained pressure.

Frontal assaults rely heavily on coordination and fire superiority, as the enemy remains oriented toward the attacking force.

FM/BG-1436 - Encirclement via Fireteam Leader (≤6)

Encirclement attacks the enemy from multiple directions to deny movement and withdrawal.

Rather than focusing on a single axis, encirclement applies pressure across several approaches simultaneously. The intent is to isolate the enemy, degrade cohesion, and prevent reinforcement or escape.

Key characteristics of encirclement:

  • Multiple manoeuvre elements attack from different directions.
  • Enemy withdrawal routes are denied or controlled.
  • Pressure is applied continuously across all axes.
  • Enemy cohesion and command are rapidly degraded.

Encirclement is most effective against isolated or static enemies unable to break contact or reposition.

FM/BG-1437 - Breakthrough via Fireteam Leader (≤6)

A breakthrough concentrates combat power to rupture an enemy line at a selected point.

Once the line is penetrated, forces exploit the gap to attack exposed flanks and rear areas, disrupting cohesion and command. The objective is to split the enemy formation and prevent reconstitution of the defence.

Key characteristics of a breakthrough:

  • Combat power is concentrated at a decisive point.
  • Initial penetration is followed by rapid exploitation.
  • Enemy formations are split or isolated.
  • Momentum is maintained to prevent line restoration.

Breakthrough operations are most effective when follow‑on forces can exploit success faster than the enemy can react.

FM/G323 - Building stones of defensive tactics via Fireteam Leader (≤6)

FM/BS-1427 - Achieve fire superiority via Fireteam Leader (≤6)

Apply sufficient fire to reduce the enemy’s ability to return effective fire.

  • Direct fire toward known or suspected enemy positions to suppress them.
  • Increase volume, accuracy, or tempo of fire until enemy fire becomes ineffective or sporadic.
  • Use suppressive fire as the primary method; at closer ranges or against small elements, deliberate fire may be sufficient.
  • Maintain fire until friendly manoeuvre or disengagement is achieved.

Fire superiority enables freedom of movement and reduces friendly casualties.

FM/BS-1428 - Fire and manoeuvre via Fireteam Leader (≤6)

Engage the enemy while repositioning to prevent being fixed in place.

  • Apply effective fire to suppress or fix the enemy.
  • Reposition elements after limited engagement time from the same position.
  • Use movement to deny the enemy predictable targeting and control.
  • Exploit new positions to gain improved firing angles and observation.
  • Maintain coordination so fire and movement remain mutually supporting.

Prolonged firing from a single position increases vulnerability. Continuous manoeuvre preserves initiative and survivability.

FM/BS-1438 - Setup a sector defense via Fireteam Leader (≤6)

Effectively allocate firepower to cover likely enemy approaches while preventing overlap and friendly fire.

  • Identify likely enemy avenues of approach within the assigned area.
  • Divide the sector into clearly defined fire arcs covering only viable threat directions.
  • Assign each individual, buddy team, or weapon system a specific arc using bearings, clock directions, or terrain references.
  • Ensure arcs do not overlap unnecessarily, especially across friendly positions or movement routes.
  • Confirm all personnel understand their assigned arc and engagement limits.
  • Adjust arcs as the situation, terrain, or friendly positioning changes.
FM/BS-1439 - Break contact via Fireteam Leader (≤6)

Reposition the element away from the enemy in a controlled and deliberate manner to end the engagement.

  • Issue a clear command to disengage; explicitly order personnel to cease fire when required.
  • Establish suppression or covering elements as needed to enable movement.
  • Reposition by bounds or controlled movement to increase distance from the enemy.
  • Maintain element cohesion and accountability throughout the movement.
  • Once clear, re-establish security and prepare for follow-on actions.

Breaking contact creates a short period of vulnerability. Speed, discipline, and clear leadership are critical, as personnel may instinctively continue engaging unless directed otherwise.

FM/G324 - Applied defensive tactics via Fireteam Leader (≤6)

FM/BG-1441 - Elastic defense via Fireteam Leader (≤6)

An elastic defense allows elements to give ground deliberately while maintaining overall cohesion of the defensive line. Positions are not fixed; controlled withdrawal is used to preserve combat power and prevent encirclement.

The primary objective is to maintain a continuous defensive frontage while trading space for time and positional advantage. As the enemy advances, their formations extend and become increasingly exposed, creating opportunities to engage flanks and overextended elements.

Elastic defence emphasizes:

  • Controlled displacement rather than collapse
  • Maintaining mutual support across depth
  • Exploiting enemy overextension instead of contesting every position

This approach is best suited when terrain allows depth, command and control can be maintained, and flexibility is required to counter superior enemy pressure.

FM/BG-1472 - Spoiling attack via Fireteam Leader (≤6)

A spoiling attack is a limited offensive action conducted to disrupt an enemy attack before it can be launched.

Rather than holding ground, the intent is to force the enemy to deploy early, break coordination, or abandon prepared plans. Spoiling attacks aim to reduce the effectiveness of an enemy assault by striking at a time and place of advantage.

Key characteristics of a spoiling attack:

  • Conducted with defensive intent.
  • Limited in scope and duration.
  • Targets enemy preparations, staging areas, or lead elements.
  • Seeks disruption rather than decisive engagement.
  • Followed by a planned withdrawal or transition back to defense.

Spoiling attacks are most effective when executed before the enemy fully commits, allowing friendly forces to regain time, initiative, or positional advantage without becoming decisively engaged.

FM/BG-1471 - Mobile defence via Fireteam Leader (≤6)

Mobile defense prioritises the preservation of manoeuvre over holding fixed terrain.

Instead of establishing a continuous defensive line, elements retain mobility and engage the enemy through movement, repositioning, and selective engagement. The aim is to disrupt the enemy’s advance, draw them into unfavourable positions, and apply combat power at chosen points.

Key characteristics of a mobile defence:

  • Limited reliance on fixed positions.
  • Emphasis on freedom of movement and flexibility.
  • Engagements are initiated and broken deliberately.
  • Use of maneuver to avoid being fixed or enveloped.
  • Counter‑attacks are used to exploit exposed enemy elements rather than to retake ground.

Mobile defence is most effective when space is available, situational awareness is maintained, and coordination allows rapid concentration of force at decisive moments.

FM/BG-1470 - Delaying actions via Fireteam Leader (≤6)

The purpose of delaying actions is to trade space for time without becoming decisively engaged.

Elements conducting a delay do not seek to hold ground. Instead, they engage the enemy briefly to slow movement, force deployment, and disrupt momentum before repositioning.

Key characteristics of a delaying action:

  • Ground is conceded deliberately.
  • Engagements are short and controlled.
  • The enemy is forced to pause, reorganise, or redeploy.
  • Element cohesion and freedom of movement are preserved.

A delay often transitions into a fighting retreat, defence in depth, or a counter‑attack once conditions become favourable.

FM/BG-1444 - Counter-attack via Fireteam Leader (≤6)

A counter-attack is an offensive action conducted by a defending force to regain lost ground, restore the defensive line, or exploit an enemy overextension. It is executed after the enemy has been fixed, exposed, or disorganised.

Counter-attacks are deliberately timed and focused. They target enemy flanks, gaps, or overextended elements rather than the enemy’s main strength. Success relies on coordination, surprise, and rapid execution rather than prolonged engagement.

Key principles of a counter-attack include:

  • Launching only when the enemy is vulnerable or committed
  • Maintaining control and coordination with adjacent defensive elements
  • Re-establishing the original defensive posture or transitioning to a new one immediately after completion

A counter-attack is not a pursuit. Once the objective is achieved, forces consolidate, re-orient security, and prepare to resume the defence or repel follow-on attacks.

FM/BG-1440 - Static defense via Fireteam Leader (≤6)

A static defense relies on holding fixed positions with no planned maneuver or displacement. Defensive success depends on all elements maintaining their assigned ground.

Static defenses offer strong initial control over assigned sectors but lack flexibility. If one element is forced to withdraw or loses its position, adjacent sectors may become exposed, often resulting in the collapse of the entire defence.

Because repositioning is not anticipated, static defences require:

  • Reliable mutual support between positions
  • Clear sector responsibility and fire control
  • Early threat detection to prevent breakthrough

Static defence is best suited for terrain that naturally restricts enemy movement or when withdrawal and manoeuvre are not feasible.

FM/BG-1443 - Defense in depth via Fireteam Leader (≤6)

Defense in depth employs multiple prepared defensive lines arranged in depth rather than relying on a single position. Each line is designed to absorb, delay, and disrupt the enemy while preserving friendly combat power.

Forces transition between static defence and fighting retreat as pressure increases. Forward elements fix and attrit the enemy, then withdraw in a controlled manner to subsequent positions, maintaining cohesion and mutual support throughout the depth of the defence.

Defence in depth emphasizes:

  • Layered positions to prevent a single point of failure
  • Planned displacement between lines rather than ad hoc withdrawal
  • Continuous engagement to degrade enemy momentum over time

This approach is effective when terrain allows depth, preparation time is available, and the commander intends to delay, exhaust, or canalize the enemy before decisive engagement.

FM/BG-1442 - Fighting retreat via Fireteam Leader (≤6)

A fighting retreat is a controlled withdrawal conducted under continuous enemy pressure. The force maintains contact with the enemy while deliberately moving rearward to preserve combat power and prevent decisive engagement.

All elements apply consistent fire to slow, fix, and disrupt the enemy while displacing in a coordinated manner. Movement is synchronized across the line to prevent gaps, isolation, or collapse of individual elements.

Key characteristics of a fighting retreat include:

  • Continuous fire to maintain pressure and deny freedom of movement
  • Coordinated displacement to keep the defensive line intact
  • Emphasis on discipline and timing to avoid disorder or pursuit exploitation

A fighting retreat is used to delay an advancing enemy, trade space for time, or draw the enemy into more favourable terrain without breaking cohesion.

FM/G295 - Armoured vehicles in urban terrain

FM/BS-1336 - Support infantry in urban terrain
  • Suppress known or suspected enemy positions with heavy weapons.
  • Provide mobile cover as infantry crosses open spaces.
  • Illuminate or engage fortified targets that infantry cannot suppress effectively.
FM/BG-1332 - Vehicles in an urban environment via Light Vehicle Crewman (Commander)

When operating alongside armoured vehicles in urban terrain:

  • Infantry should never advance directly in front of the gun and should maintain communication with the vehicle commander when moving close.
  • Using FM/BG-1329 - Vehicle with flanking infantry:
    • Infantry advances along the sides of the vehicle's axis, engaging or clearing threats.
    • When a vehicle fires or shifts position, infantry falls back into formation to maintain cover and avoid overpressure.
  • Vehicles may move or reposition without warning, creating a crushing hazard.
  • Tank cannons generate severe overpressure when firing. Infantry standing to the front are at risk of fatal injury. Overpressure extends 50–100 m in a ~45° cone shape from the gun's muzzle.
FM/BG-1333 - Base limitations and considerations via Light Vehicle Crewman (Commander)
  • Visibility for vehicle crews is restricted, especially toward the sides and rear.
  • Movement corridors (streets, alleys) limit manoeuvring options and make vehicles predictable targets.
  • Danger areas (intersections, courtyards, open stretches) require deliberate overwatch and coordination before crossing.
FM/BG-1334 - Threats in urban terrain via Light Vehicle Crewman (Commander)

Urban environments present two primary threats to armoured vehicles:

  1. Anti-Vehicle Ambushes (AV threats) - Hidden enemy teams with launchers can appear suddenly from windows, alleys, or rooftops.
    • Infantry should clear windows, doors, and corners ahead of the vehicle to reduce this risk.
  2. Improvised Explosive Devices (IEDs) - These are often placed in choke points or along predictable vehicle routes.

Infantry should scout slightly ahead, observing for disturbed ground, hidden wires, or suspicious objects that may indicate a threat. 

FM/BG-1335 - Covering vehicles in urban terrain via Light Vehicle Crewman (Commander)

Infantry can provide essential protection to vehicles by:

  • Clearing ground-level and elevated threats before the vehicle enters an area.
  • Maintaining lateral security along both sides of the vehicle's path.
  • Marking cleared areas or safe routes to guide vehicle movement.
  • Communicating observed threats (IEDs, AT teams, blocked routes) immediately on the relevant net.

FM/G119 - Working with vehicles

FM/BS-516 - Dismount vehicles
  • Before dismounting, the call "Dismount" will be given by the crew
  • After dismounting the vehicle move away from the vehicle without crossing in front or behind the vehicle, to prevent being run over, or stopping the vehicle from moving as it needs to.
FM/BS-515 - Behave appropriately inside a vehicle
  • Stay off crew intercom, and join cargo if crew was selected by default
  • Do not try to interact directly with the crew, regardless of the situation
  • Casual conversation is allowed, unless instructed otherwise by the crew/leadership
  • Cease casual conversation automatically when in contact or in an emergency
FM/BG-916 - Vehicle embarkation procedure via Light Vehicle Crewman (Commander)

Element leaders ensure their team boards the assigned vehicle, supervise loading, and board last. If acting as navigator, they must communicate to their team that the front passenger seat should be left for them to occupy.

All personnel must follow directions during embarkation. Leaders must take charge; subordinates must listen and comply.

FM/BS-514 - Call when mounted up

When mounting in a vehicle, announce to the fireteam leader when your are mounted over the radio.

‘{name} up’

This allows fireteam leaders to then notify the squad leader and so on and ensure that everyone who needs to be on board, is on board before the vehicle departs.

FM/BS-1337 - Perform a 5 & 20 scan

5 m physical check: Immediately after dismounting, physically inspect the immediate 5-metre ring around the vehicle.

20 m visual check:  After the 5m physical check., conduct a visual scan out to 20 metres in all directions:

Look for IED indicators, tripwires, ground anomalies, recent digging, foreign objects, fuel/power cables, suspicious containers, or dangerous terrain.

FM/G297 - Working with infantry

FM/BG-945 - Operating around infantry via Light Vehicle Crewman (Commander)

Vehicles must avoid endangering friendly infantry. Do not run them over, and avoid firing main guns near dismounts unless absolutely necessary due to the risk of overpressure injuries. In close terrain infantry should move ahead of the vehicle as this gives dismounts a chance to spot threats early. 

Vehicle commanders may, if required, dismount to coordinate directly with infantry.

FM/BS-1338 - Move safely with infantry
  • Match the infantry pace.
  • Maintain awareness of spacing, arcs, and potential threats
FM/BP-1340 - Hierarchy in a vehicle crew via Light Vehicle Crewman (Commander)
  • The commander is responsible for the vehicle and all its crew plus any dismounts mounted,
  • If there is no commander present, the gunner takes on the role of commander and all responsibilities.
  • The senior member of the infantry element assumes the role of Infantry Leader and is responsible for communicating with the commander or acting commander per FM/BG-1339 - Mounted infantry communication.
FM/BG-1341 - Using an infantry element net via Light Vehicle Crewman (Commander)

When a vehicle crew is assigned or attached to an infantry element, the vehicle crew should join the infantry element's assigned radio frequency to ensure shared situational awareness for movement and contact reporting.

  • Both driver and vehicle commander should join the net.
  • The net should be continually monitored for movement orders from the element commander for the vehicle and any contact reports.
FM/BG-1339 - Mounted infantry communication via Light Vehicle Crewman (Commander)

The Infantry Leader is responsible for communicating with the Vehicle Commander to coordinate the mounting and dismounting of personnel, as well as the loading or unloading of casualties and CPERS.

  • The Infantry Leader may use the crew intercom or designate an intercom channel when mounted to maintain coordination with the Vehicle Commander.
  • When the vehicle is attached to another element, the vehicle crew always acts on orders from their Commander, even if conflicting instructions are given by the Infantry Leader.
FM/BS-1342 - Perform the infantry vehicle embarkation sequence
  1. Driver: Stop the vehicle per the commanders orders
  2. Driver: Announce “VEHICLE STOPPED”
  3. Commander: Scan the immediate area for hazards and personnel
  4. Commander: If clear, issue “CLEAR TO MOUNT”
  5. Allow personnel and cargo to mount and secure loads.
  6. Infantry leader: Confirm all personnel and cargo loaded, enter the vehicle and announce “ALL UP”
  7. Commander: Confirm the immediate area clear of obstacles and personnel
  8. Commander: Announce "VEHICLE CLEAR” and give new instructions to the crew
FM/BS-1343 - Perform the infantry vehicle disembarkation sequence
  1. Driver: Approach a suitable unloading position per the commanders orders.
  2. Driver: Stop the vehicle and verify full halt.
  3. Driver: Announce “VEHICLE STOPPED”
  4. Commander: Scan the immediate area for hazards.
  5. Commander: If clear, announce "INFANTRY DISMOUNT [left/right]” to the Infantry Leader, using the direction based on available cover.*
  6. Allow personnel and cargo to dismount.
  7. Infantry Leader: confirm all personnel and cargo unloaded, exit last and communicate "LAST OUT” to the commander.
  8. Commander: Confirm the immediate area is clear of obstacles and remaining personnel.
  9. Commander: Announce "VEHICLE CLEAR” and give new instructions to the crew

* Infantry may dismount facing away from the rear of the vehicle; the left/right command may be reversed accordingly.

FM/BS-1344 - Perform overwatch using a vehicle
  • Jockey at least once every 3 to 4 bursts/shots, or more frequently if the situation requires. Block Not Found
  • Suppress enemy positions, destroy fortifications, and reduce enemy threat.
FM/BS-1345 - Breach a wall using the vehicle via Light Vehicle Crewman (Commander)
  • Select a weak point in the wall, 
  • Drive into the wall at between 5-10kph,
  • If the infantry commander has requested smoke, deploy smoke,
  • Reverse out to safety or push forward to cover if the tactical situation dictates.
FM/BS-1346 - Breach a wall using ballistic breaching via Light Vehicle Crewman (Commander)
  • Select appropriate ammunition (HE, HEAT, HESH or another HE variant),
  • Confirm no friendly forces are near the breach point,
  • Fire at the breach point until the wall collapses,
  • Shift fire to allow infantry to advance.

FM/G298 - Vehicle positioning and exposure techniques

FM/BG-1348 - Use of terrain via Light Vehicle Crewman (Commander)

Vehicles may use their enhanced mobility to make use of the terrain to move in cover from an enemy position and to attack from an unexpected angle. If carrying dismounts, this effect can be multiplied.

FM/BG-940 - Hull down position via Light Vehicle Crewman (Commander)

A hull down position uses terrain to expose only a vehicle’s turret or primary weapon system while concealing the hull, minimizing the profile presented to the enemy and protecting critical components. This posture significantly increases survivability by reducing the likelihood of catastrophic hits while allowing the vehicle to engage effectively.

Hull-down positions are most effective when established on reverse slopes, berms, or terrain crests that permit observation and fire without fully exposing the vehicle. Tanks and other vehicles with turreted or remotely operated weapon systems benefit most from this posture. Crews should maintain the ability to reposition quickly, as static hull-down positions can be compromised once identified.

After firing, the vehicle should jockey as per Block Not Found

An MBT utilising a hull down position

Above: An MBT utilising a hull down position

FM/BS-1349 - Use the terrain to conceal a vehicle.

Use the terrain while taking into account available cover, sight lines and mobility requirements to conceal all or part of a vehicle.

FM/BG-1347 - Turret down via Light Vehicle Crewman (Commander)

A Turret down position is similar to a FM/BG-940 - Hull down position however it only exposes the Commander/Gunner's optics or binoculars if they are turned out. This position is good for observing a target without exposing the vehicle or crew.

FM/BG-944 - Turning out (unbuttoning) via Light Vehicle Crewman (Commander)

Turning out allows the commander or driver to stand in the hatch for improved visibility but exposes them to enemy fire. It should only be done when the risk is low and situational awareness is worth the exposure.

Some vehicles require the commander to turn out to use a mounted machine gun, do so only when the tactical benefit outweighs the risk.

FM/BG-1350 - Jockeying via Light Vehicle Crewman (Commander)

Jockeying involves repositioning a vehicle laterally behind cover to avoid enemy return fire. The vehicle backs out of view, shifts left or right, and then re-enters a firing position from a new angle to re-engage.

This manoeuvre makes targeting more difficult for the enemy by presenting a new position each time. It should be used after being spotted or fired on to stay survivable while maintaining offensive pressure 

FM/BS-1351 - Jockey a vehicle
  1. Move out of view: move the vehicle out of the enemy’s line of sight making use of the terrain.
  2. Shift laterally: While still concealed, move the vehicle laterally (left or right) behind cover to change the firing angle.
  3. Establish a new firing position: Move into a new firing position so the vehicle is able to fire at the target from a different angle.

FM/G299 - Convoy vehicle crew

FM/BG-1354 - Convoy net via Light Vehicle Crewman (Commander)

Each convoy operates on a dedicated radio frequency to coordinate all vehicles. This frequency is separate from infantry or other command nets and is either pre-planned during the mission brief or selected at convoy formation. The convoy net is non-transactional: communications are broadcast to all vehicles without requiring individual acknowledgment. 

FM/BG-1355 - Convoy net participants via Light Vehicle Crewman (Commander)

The convoy net is used to coordinate movement and maintain situational awareness among vehicle crews, support elements, and mounted infantry.

  • Drivers: Listen continuously and transmit convoy calls as required.
  • Convoy Commander: Actively monitors the net, issuing convoy parameters or route updates.
  • Other personnel (vehicle commanders, gunners, infantry leaders, passengers): May listen to maintain awareness but must not transmit directly. Information should be relayed to the driver for transmission if needed.
FM/BG-919 - Emergency braking communication via Light Vehicle Crewman (Commander)

If the lead vehicle must brake suddenly, the driver must announce “BRAKING, BRAKING, BRAKING” over comms to prevent collisions.

FM/BG-922 - Convoy security via Light Vehicle Crewman (Commander)

Gunners must maintain 360° security at all times. The lead vehicle is responsible for observing to the front, the rear vehicle covers the rear, and interior vehicles alternate left and right to ensure continuous coverage in all directions. Gunners should cover their assigned sectors and resist the urge to fixate on one threat direction.

FM/BG-924 - Convoy interval spacing via Light Vehicle Crewman (Commander)

Vehicles must maintain a spacing of 20 to 100 meters, adjusted for terrain and visibility. This interval must be preserved while moving, turning, or stopping to reduce vulnerability to explosives and concentrated enemy fire.

Visual Representation of Spacing and Gunner Arcs

Above: Visual Representation of Spacing and Gunner Arcs

FM/BS-1353 - Maintain position in a convoy

Maintain the correct position in a convoy as set by the element leader

FM/BS-1356 - Use the correct convoy calls via Light Vehicle Crewman (Commander)

Transmit the appropriate calls on the convoy net during movement:

First and Last Vehicle:

  • “[first/last] MOVING”: vehicle begins movement.
  • “[first/last] TURNING [direction]”: vehicle changing direction.
  • “[first/last] HOLDING”: vehicle halting temporarily.

Any Vehicle in Convoy:

  • “[callsign] DANGER [description]”: hazard present, movement may continue.
  • “[callsign] stopping [description]”: hazard requiring the vehicle to stop.
  • “[callsign] MAX SPEED [speed in kph]”: vehicle unable to maintain convoy speed; request reduction.

FM/G302 - Convoy halts and security procedures

FM/BG-932 - Dismount timing and alertness via Light Vehicle Crewman (Commander)

For halts under 30 seconds, mounted troops should stay inside but remain alert and scan for threats. For longer halts, troops dismount and provide local security under team or squad leader direction. Clear commands must be given to dismount and remount, with accountability ensured.

FM/BG-1360 - Halting a convoy via Light Vehicle Crewman (Commander)

For halts longer than 30 seconds or reaction-to-contact halts, convoys should form the herringbone formation to maximize security and spacing unless different instructions are given by the element commander.

FM/BG-929 - Herringbone formation via Light Vehicle Crewman (Commander)

The Herringbone formation involves vehicles pulling off alternately to the left and right sides of the road at about a 45° angle. This formation is easy to execute and provides good security and spacing, useful across open and road terrain.

Visual Representation of Herringbone.

Above: Visual Representation of Herringbone.

FM/BS-1361 - Perform a herringbone halt and resume movement

To perform the herringbone halt:

  • Receive the halt order.
  • Decelerate smoothly while maintaining convoy spacing.
  • Alternate pulling off to the left or right side of the route at a ~45° angle.
  • Angle the vehicle outward from the road axis,  maintaining sufficient spacing from adjacent vehicles.
  • Halt with wheels/tracks oriented to avoid obstacles or any potential hazards and to allow rapid re-entry to the route.

To resume movement:

  • Receive the order to move and wait for the vehicle in front of you to move if you are not the lead vehicle
  • Re-enter the route in convoy order.
  • Accelerate smoothly and re-establish convoy speed and spacing.

FM/G301 - Commanding a convoy

FM/BG-1352 - Convoy structure via Light Vehicle Crewman (Commander)
  • A convoy maintains cohesion of multiple vehicles during long-distance movement outside of combat.
  • Armed vehicles are positioned at key points to provide protection for unarmed or lightly armed vehicles.
  • Convoys operate on a dedicated Convoy Net and are directed by a Convoy Commander.
  • To maintain effective control, a convoy should include no more than 8 vehicles.
  • Larger movements must be split into two separate convoys, each with its own net and commander.
FM/BG-1357 - Convoy commander via Light Vehicle Crewman (Commander)

Each convoy has a designated Convoy Commander responsible for coordinating movement, planning routes, and adjusting them as needed. Prior to formation, the Convoy Commander ensures all drivers know the convoy net frequency.

When the planned route changes, the Convoy Commander must notify all drivers. If map markers are synchronized, updating the markers is sufficient. If markers are not synchronized, small deviations may be communicated with turn-by-turn instructions. For significant deviations, the convoy may be stopped to provide a full briefing on the updated route.

FM/BG-926 - Route selection considerations via Light Vehicle Crewman (Commander)

Avoid urban routes when possible due to high ambush risk. Forested or rocky terrain may also be dangerous but is sometimes unavoidable—move with heightened caution. Commanders should always plan primary and alternate routes.

FM/BG-928 - Route planning via Light Vehicle Crewman (Commander)

Convoy routes must be planned in advance, with known objectives and alternate routes.

FM/BG-920 - Balancing speed and security via Light Vehicle Crewman (Commander)

Speed increases convoy survivability by reducing enemy engagement windows (e.g., RPGs, IEDs). However, overextending the convoy can lead to loss of support and leave vehicles vulnerable to concentrated enemy fire. The Convoy Commander is responsible for balancing this risk.

FM/BG-918 - Convoy speed via Light Vehicle Crewman (Commander)

Convoy speed must balance security and cohesion. Excessive spacing weakens mutual support and increases vulnerability. The lead vehicle must monitor spacing and adjust speed as needed. Drivers and the convoy commander must stay in communication to report speed, spacing, and observation sectors.

FM/BS-1358 - Select Convoy parameters
  • Convoy speed: Target speed for the convoy in kilometres per hour taking into account vehicle capability.
  • Convoy spacing: Target distance between vehicles in meters balancing mutual support and risk of incident propagation.
  • Convoy route: The route to be taken from start to finish and how it will be communicated.
FM/BS-1359 - Communicate convoy calls
  • When establishing or changing convoy parameters, transmit on the convoy net using the format:
    •  ALL VEHICLES, CONVOY PARAMETERS [selected speed], [selected spacing].”
  • When updating the planned route, transmit on the convoy net how it has changed in the format:
    • “ALL VEHICLES, ROUTE CHANGED:” “ROUTE UPDATED ON MAP” or
    • “LEAD VEHICLE, PREPARE FOR TURN CALLS.”
FM/BG-935 - Briefing actions on via Light Vehicle Crewman (Commander)

All drivers must understand the actions on for situations that the convoy is likely to encounter. The convoy commander must brief these procedures clearly before departure.

FM/G191 - Convoy actions on

FM/BG-935 - Briefing actions on via Light Vehicle Crewman (Commander)

All drivers must understand the actions on for situations that the convoy is likely to encounter. The convoy commander must brief these procedures clearly before departure.

FM/BG-936 - Example actions on: contact- push through via Light Vehicle Crewman (Commander)

Vehicles must push through the kill zone without stopping. Gunners return fire immediately, even without clear visuals, aiming toward the source of contact. The lead vehicle must scan aggressively for IEDs.

FM/BG-937 - Example actions on: contact- dismount and assault via Light Vehicle Crewman (Commander)

Troops dismount while vehicle gunners suppress enemy positions. Dismounts and vehicles advance together to engage and destroy the enemy. Once the threat is eliminated, units remount and resume the convoy.

FM/BG-938 - Example actions on: disabled vehicle via Light Vehicle Crewman (Commander)

Call out "Vehicle down!" over comms when a vehicle is disabled. If available, use tow ropes to extract the vehicle after securing the area. In some situations, it may be necessary to attempt towing while still under fire. If towing is not possible, a working vehicle may try pushing the disabled one—use this only if dismounting would be more dangerous for the crew.

FM/BG-939 - Example actions on: canalising ground via Light Vehicle Crewman (Commander)

Infantry dismounts and clears ahead of the convoy while staying within range of vehicle support. Maintain coordination to ensure effective covering fire and minimize risk as the convoy advances.

FM/G314 - Risk management via Fireteam Leader (≤6)

FM/BG-1517 - Deliberate risk management via Fireteam Leader (≤6)

Leaders balance mission success against force preservation. Risk must be deliberate, not accidental. Risk management is the identification and control of hazards to preserve combat effectiveness while accomplishing the mission.

Risk Process

  1. Identify hazards (enemy, terrain, logistics, etc).
  2. Assess severity and likelihood.
  3. Apply mitigation.
  4. Accept or adjust based on mission value.

Example mitigation methods

  • Adjust route or formation.
  • Increase reconnaissance.
  • Reallocate assets.
  • Modify tempo.
  • Establish reserves.
FM/BS-1413 - Balance risk to an individual via Fireteam Leader (≤6)
  • Identify hazards affecting each individual before committing them to action.
  • Compare expected gain against probability and severity of becoming a casualty.
  • Adjust positioning, tasking, or support to reduce individual exposure.
  • Avoid assigning disproportionate risk to a single individual without necessity.
  • FM/BS-1409 - Disagree with orders where individual loss outweighs tactical value.
  • Reassess exposure continuously as the situation changes.
FM/BS-1414 - Balance risk to an element via Fireteam Leader (≤6)
  • Assess how an action affects the element’s overall combat effectiveness.
  • Weigh mission gain against potential degradation (casualties, supply loss, immobility).
  • Modify plans to reduce exposure while maintaining intent.
  • Avoid actions that create irreversible degradation without decisive payoff.
  • Preserve reserve combat power for follow-on tasks.
  • Disengage or reposition when risk exceeds sustainable limits.

FM/G222 - UNITAF Leadership Principles via Fireteam Leader (≤6)

FM/BG-1031 - Survival first via Fireteam Leader (≤6)

Leaders must prioritize their own survival, especially at higher command levels. Reckless behaviour risks the mission and the lives of subordinates. Your strongest weapon is your team—lead from safety to keep them effective.

FM/BG-1032 - Role awareness via Fireteam Leader (≤6)

Leaders of all levels must know the responsibilities of the leader above and below them. This ensures continuity of command in case of casualties and allows for better coordination and assumption of duties when required.

FM/BG-1033 - Keep orders clear via Fireteam Leader (≤6)

Leaders must keep orders simple and concise. Clear, direct communication reduces confusion, especially in high-stress combat situations. Avoid long, complex instructions. Brevity improves understanding and execution.

FM/BG-1034 - Be decisive via Fireteam Leader (≤6)

Leaders must make timely decisions, even under pressure. A good decision made quickly is better than a perfect one made too late. Decisiveness drives momentum and avoids paralysis in dynamic situations.

FM/BG-1035 - Task by name via Fireteam Leader (≤6)

Leaders must assign tasks directly to individuals or elements. Vague orders like “someone needs to...” cause confusion. Use names, colour codes, or callsigns to ensure accountability and rapid task execution.

FM/BG-1036 - Avoiding micromanagement via Fireteam Leader (≤6)

Leaders must avoid micromanaging. Provide clear intent and objectives but leave the execution method to sub-leaders. Tactical flexibility is vital at lower levels and should not be constrained unnecessarily.

FM/BG-1037 - Practice tactical patience via Fireteam Leader (≤6)

Leaders must allow situations to develop before acting. Premature decisions can misallocate forces or compromise positioning. Wait for key indicators and act with informed intent.

FM/BG-1038 - Exercise disciplined initiative via Fireteam Leader (≤6)

Leaders must act independently when needed, in alignment with the commander’s intent. This builds trust across the chain of command and allows rapid adaptation when communications are limited.

FM/BG-1039 - Use pen and paper via Fireteam Leader (≤6)

Leaders should take notes using pen and paper. This supports recall of mission details such as ROE, timings, objectives, or observations both during execution and for post-mission review and commendations.

FM/G223 - Giving and receiving a briefing via Fireteam Leader (≤6)

FM/BG-1040 - Essentials of verbal briefing via Fireteam Leader (≤6)

Leaders must issue verbal briefings clearly and concisely. Begin by identifying yourself and ensuring your audience is focused. Use precise, unambiguous language. Set clear, measurable goals and communicate your Commander's Intent. Confirm that subordinates understand their orders and allow time for questions or clarification. Whenever practical, deliver orders while physically orienting subordinates to the terrain to ensure shared understanding.

FM/BG-1041 - Delivering command briefs via Fireteam Leader (≤6)

A command brief starts with accountability, ensure all element leaders are present. Begin with orientation, followed by a simplified rephrasing of the mission, then provide the Commander's Intent. Pass detailed assignments to each element using verbal SMEAC structure. End with a Q&A and instruct subordinates to brief their elements and report readiness.

FM/BG-1042 - Platoon and squad briefs via Fireteam Leader (≤6)

Platoon and squad leaders must repeat mission details clearly to subordinates. Clarify roles, responsibilities, and expected actions, including contingencies and coordination methods (e.g., coloured smoke for marking). Emphasise ROE, especially around friendly aircraft and enemy vehicles. Allow questions and ensure all understand the plan before mission start.

FM/BG-1043 - How to receive a briefing effectively via Fireteam Leader (≤6)

Read the operation order beforehand and take notes. Actively listen, ask clarifying questions, and avoid assumptions. Conduct a "read back" of your understanding to confirm alignment with intent. Stay focused and minimise distractions to ensure full situational awareness.

FM/G224 - Leadership succession and combat ineffectiveness via Fireteam Leader (≤6)

FM/BG-1044 - Leadership succession in combat via Fireteam Leader (≤6)

When leadership casualties occur, others must step up. Every player should understand the roles one level above and below them to ensure leadership continuity when necessary.

Seniority Hierarchy: CoyCo → PltCo → PltSgt → 1SL/2SL/3SL → 1:1/2:1/3:1 FTLs → Most senior member

FM/BG-1045 - Actions on taking command of a fireteam via Fireteam Leader (≤6)

If your Fireteam Leader is killed or incapacitated, take these steps:

Announce: Declare on comms that you're taking command.

Act: Choose one:

  • Continue the previous order
  • Request new orders from SL
  • Exercise disciplined initiative aligned with the squad intent
FM/BG-1046 - Actions on taking command of a squad via Fireteam Leader (≤6)

If your Squad Leader is killed or incapacitated, take these steps:

  • Announce: Notify the squad on the net that you’re taking command.
  • Respond: Either:
    • Continue the current mission
    • Go firm to reassess if tactical situation permits
  • Report: Notify PltCo. Request CASREPs from teams.
  • Assess: Determine combat effectiveness.
  • Execute: Continue or adjust plan per PltCo’s intent.
FM/BG-1047 - Actions on taking command of a platoon via Fireteam Leader (≤6)

If your Platoon Commander is killed, take these steps:

  • Announce: Declare on command net that you’ve taken over.
  • Decide: Continue the mission or go firm to assess.
  • Delegate: Appoint a new SL to replace your previous role.
  • Report: Gather CASREPs/SITREPs from SLs and assess.
  • Command: Issue new orders aligned with the original intent.
FM/BG-1048 - Identifying combat ineffectiveness via Fireteam Leader (≤6)

A unit is combat ineffective if it cannot fulfill its mission or typical tasks. Common causes include:

  • Loss of leadership
  • Heavy casualties (KIA/WIA)
  • Lack of weapons/ammo

Indicators include:

  • Lack of movement or cohesion
  • Silence or no response to orders
  • Absence of return fire
  • Numerous KIAs/WIAs
  • Unit reduced to a small fraction of its size
FM/BG-1287 - How to deal with unresponsive callsigns via Fireteam Leader (≤6)

If a callsign is not answering you, try to reach them for a total of three times with several seconds passing in between. Each additional time they may add the information that they haven’t received anything, to make other stations aware of it.

If the suspected station is your superior you may assume that they may be incapacitated and/or killed and the next station in the Chain of Command needs to take command in their place.

Example

This example will cover a squad net on channel 250 consisting of Outlaw 1-0, 1-1, 1-2 and 1-3. 1-2 is trying to reach 1-0 without success: 

Trying to contact

1-2: Actual, this is 2.

1-0: (1-0 is not responding so after a couple of seconds 1-2 tries again)

1-2: Actual, this is 2, nothing heard.

1-0: (1-0 is not responding so after a couple of seconds 1-2 tries for the last time)

1-2: Actual, this is 2, nothing heard OUT.

1-0: (1-0 is not responding so 1-1 needs to take command)

 

Succession of command

1-2: 1, this is 2.

1-1: 2 this is 1.

1-2: You need to take command.

1-1: This is 1, taking command..

FM/BG-1049 - Responding to combat ineffectiveness via Fireteam Leader (≤6)

Leaders must preserve combat power by consolidating forces:

Steps to merge elements:

  1. Identify suitable element to merge into.
  2. Join the appropriate comms channel.
  3. Report status to new leader.
  4. Link up with the element if feasible.
  5. Merge using ACE interaction or as directed.
  6. Prompt, confident action in these moments preserves operational effectiveness.

FM/G311 - Leading an element via Fireteam Leader (≤6)

FM/BG-1518 - Command vs control via Fireteam Leader (≤6)

Command is the authority to decide and prioritise.
Control is the regulation and direction of forces to implement decisions.

Command

  • Establishes intent.
  • Allocates resources.
  • Sets priorities.

Control

  • Issues instructions.
  • Synchronises timing.
  • Adjusts actions during execution.

Effective leaders command centrally and control selectively to preserve initiative.

FM/BS-1401 - Maintain accountability via Fireteam Leader (≤6)

Accept responsibility for decisions and outcomes within the element:

  • Address errors immediately through constructive feedback and corrections, not public blame.
  • Capture faults, causes, and responsibility during AARs for formal follow-up if required.
FM/BS-1402 - Maintain command and control via Fireteam Leader (≤6)

Maintain control of of the element:

  • Issue clear tasks aligned with intent to all subordinate elements.
  • Monitor execution and intervene when elements drift off task.
  • Maintain continuous two-way information flow up and down the chain.
  • Synchronise subordinate actions to prevent isolation or conflict.
  • Re-task or re-prioritise elements as the situation changes.
FM/BS-1403 - Maintain composure via Fireteam Leader (≤6)
  • Maintain calm posture, tone, and decision-making under stress.
  • Issue clear, deliberate orders during friction or failure.
  • Suppress visible frustration, panic, or emotional reactions.
  • Take appropriate measures to stabilise the element during unexpected events.
FM/BG-1516 - Commander's intent via Fireteam Leader (≤6)

Commander’s Intent defines the purpose of an operation, the desired end state, and the key effects required to achieve mission success. It provides direction without prescribing detailed execution, enabling subordinate leaders to act independently while remaining aligned with higher objectives.

Commander’s Intent exists at every level of command:

  • Fireteam level: intent clarifies the immediate objective and priority of effort (e.g. suppress, secure, clear, hold). It ensures members understand what must be achieved if communication is lost or conditions change.
  • Squad level: intent describes the squad’s role within the platoon plan, the decisive action required, and the conditions that define success. It guides manoeuvre, tempo, and risk decisions.
  • Platoon level: intent establishes how squads combine to achieve a broader tactical effect. It identifies the main effort, supporting efforts, and the operational end state.
  • Company level: intent defines the overall tactical objective, desired battlefield conditions, and acceptable risk. It shapes subordinate planning and ensures unity of effort across multiple platoons.

Commander’s Intent allows initiative within boundaries. When plans break down, leaders act in accordance with intent rather than waiting for orders. Clear intent preserves momentum, cohesion, and operational effectiveness at every level.

FM/BS-1404 - Keep everyone informed via Fireteam Leader (≤6)

Keep your direct subordinates informed with all the needed information for them to function:

  • Updates on the tactical situation
  • Current tasking and intent

Ensure you give enough information so that another person can take over leadership without needing additional information.

FM/BS-1405 - Prepare for missions via Fireteam Leader (≤6)

When preparing for a mission, take care of the following:

  • Bring the correct equipment, in the right quantities
  • Set standard formations, plans for movement and other actions-on
  • Ensure succession of command is clear
FM/BS-1510 - Lead decisively via Fireteam Leader (≤6)

Make decisive decisions:

  • Make a clear decision in a timely manner in line with the commander's intent, even when information is incomplete.
  • Communicate the decision clearly to the element.
  • Commit to the decision and direct execution without hesitation.
  • Avoid repeatedly changing decisions unless the situation has materially changed.
  • Maintain confidence and composure to reinforce cohesion and trust within the element.
FM/BS-1511 - Recognise and act within element capability via Fireteam Leader (≤6)

Evaluate the element’s combat effectiveness, resources, and condition before and during task execution:

  • Recognise when assigned tasks exceed current capability or risk becoming unachievable.
  • Identify indicators that continued action will result in unnecessary losses or mission failure.
  • Decide to pause, withdraw, or disengage when risk outweighs potential gain.
  • Communicate limitations and recommended actions clearly up the chain of command.
  • Preserve personnel and equipment to enable future tasking and continued operations.
FM/BG-1528 - Dominating the objective via Fireteam Leader (≤6)

Dominating the battlefield is the ability to control the tempo, positioning, and flow of combat to achieve objectives while limiting enemy freedom of action.

Key methods of achieving dominance:

  • Control key terrain: High ground, choke points, avenues of approach.
  • Maintain initiative: Force the enemy to react.
  • Coordinate forces: Synchronize squads, fire teams, and support.
  • Situational awareness: Monitor the battlefield to make informed decisions.

Why It’s Important:

  • Reduces risk to friendly forces.
  • Limits enemy options and predictability.
  • Maintains operational tempo.
  • Maximizes combat effectiveness.
  • Increases likelihood of mission success.

FM/G312 - Issuing orders via Fireteam Leader (≤6)

FM/BG-1696 - Using CLAP when giving orders via Fireteam Leader (≤6)

Follow the CLAP mnemonic to use with every order:

  • Clear: issue direct, concise and actionable tasks.
  • Loud: ensure you are heard over chatter, comms and combat.
  • As an order: assert what you are saying is an order, and not something else like a question.
  • with Pauses: Break up the order in to short phrases separated by short pauses to allow the receiver to process the content.
FM/BS-1407 - Issue an order via Fireteam Leader (≤6)

When issuing an order, use the following format:

  • Who: who is expected to execute the order
  • What: the thing that needs to be done
  • When: when to start the execution
FM/BS-1408 - Act on orders via Fireteam Leader (≤6)

When given an order, confirm the order and make a plan and act to implement the intent of the order. When unable to act, make this clear to avoid misunderstandings or timing issues.

FM/BS-1409 - Disagree with orders via Fireteam Leader (≤6)

When disagreeing with a given order: 

  • Communicate your objection
  • State the reason and 
  • If possible suggest an alternative. 

If despite the disagreement the order is confirmed, execute it to the best of your ability without complaint or argument.

Be mindful to not disagree with every order, keeping in mind that there might be reasons not yet apparent why the order is given.

FM/G313 - People management via Fireteam Leader (≤6)

FM/BS-1411 - Group dynamics via Fireteam Leader (≤6)
  • Moderate and arbitrate the discourse between subordinate elements. In stressful environments, tensions can occasionally rise high, so it is important to nip conflict or negative sentiment in the bud before it infects the entire team.
  • Ensure everyone feels like a valued and included part of the team
  • Prevent the team from sliding into an overly casual atmosphere, where nobody is taking anything serious anymore. There is a time for laughter, and a time for focus.
FM/BS-1412 - Share and teach knowledge via Fireteam Leader (≤6)
  • Use operational situations as teaching opportunities when time permits.
  • Explain the reasoning behind decisions and actions.
  • Guide individuals to arrive at conclusions rather than simply issuing correction.
  • Issue immediate corrective commands when required by tempo or risk.
  • Conduct follow-up explanation during AAR if correction was time-critical.
  • Maintain professional tone; avoid belittling or ego-driven instruction.
FM/BS-1410 - Delegate responsibility via Fireteam Leader (≤6)

Wherever possible, delegate tasks to subordinate elements. Trust people to do the task they are assigned, and give them the needed freedom to do so without interfering.

In other words, tell people what you want, not how to do it.

FM/G231 - Quick reference card for combat leadership via Fireteam Leader (≤6)

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FM/BI-1073 - Quick reference card via Fireteam Leader (≤6)
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Quick reference card for combat leadership

Above: Quick reference card for combat leadership

FM/G226 - Reaction to contact via Fireteam Leader (≤6)

FM/BS-1508 - Issue fire control orders via Fireteam Leader (≤6)

Fire Control Orders are used to rapidly direct and coordinate fires within an element. Orders follow the GRIT format to ensure clarity, speed, and shared understanding. 

  • Group: Identify who is to fire. This may be a specific individual, buddy team, fireteam, or the entire element.
  • Range: State the range to the target, either as an exact distance or a reference (e.g. “close”, “far”, landmark-based).
  • Indication: Clearly indicate the target using clock direction, bearings, tracers, terrain features, or reference points.
  • Type of Fire: Specify rate of fire FM/G139 - Fire control.
FM/BG-1054 - Fireteam Leader: Reaction to contact via Fireteam Leader (≤6)

The Fireteam Leader is responsible for quickly assessing the situation and ensuring their team responds effectively to sudden enemy contact.

Actions

  • Order team to move to covered or concealed positions.
  • Identify and report the enemy's position to the Squad Leader.
  • Begin engaging the enemy.
  • Direct team fire as needed.
  • Prepare to manoeuvre as ordered by the Squad Leader.
FM/BG-1063 - Reaction to near ambush via Fireteam Leader (≤6)

A near ambush occurs when the enemy is within grenade-throwing distance. Immediate aggression is essential to survive and suppress the ambush.

Actions

  • If in the kill zone:
    • Return fire immediately.
    • Throw grenades or smoke.
    • Assault enemy position swiftly once cover is created.
  • If outside the kill zone:
    • Provide suppressive fire on enemy position.
    • Shift or cease fire when friendlies assault to avoid fratricide.
FM/BG-1055 - Squad Leader: Reaction to contact via Fireteam Leader (≤6)

The Squad Leader manages the squad’s response to contact by gaining fire superiority, reporting upwards, and deciding whether to hold, manoeuvre, or break contact.

Actions

  • Achieve fire superiority.
  • Confirm fireteams are reacting appropriately.
  • Report contact to the Platoon Commander when possible:
  • Prioritize squad command over reporting if needed.
  • Assess the position:
    • Hold if viable.
    • Manoeuvre fireteams using bounding overwatch if needed.
    • Break contact if untenable.
  • Coordinate with adjacent squads and listen for higher orders.
  • Monitor flanks and casualty status via Squad Medic.
FM/BG-1056 - Executing break contact via bounding overwatch via Fireteam Leader (≤6)

Breaking contact allows an element to disengage from the enemy while maintaining suppressive fire to avoid becoming decisively engaged.

Steps

  1. Leader announces intent to break contact.
  2. Assign a base-of-fire element (e.g., buddy-team, fireteam, or larger).
  3. Base-of-fire takes hasty cover and suppresses enemy.
  4. Other elements bound to the rear under fire protection.
  5. Deploy smoke to conceal movement.
  6. On signal, base-of-fire element bounds back to new position.
  7. Repeat until disengagement is complete.
FM/BG-1064 - Reaction to far ambush via Fireteam Leader (≤6)

A far ambush occurs when the enemy is over 50 meters away. Immediate fire and coordination enable manoeuvre to neutralize the threat.

Actions

  • If in the kill zone:
    • Return fire and move to cover.
    • Target enemy high-volume weapons (e.g., MGs).
    • Deploy smoke to obscure friendlies or enemy line of sight.
  • If outside the kill zone:
    • Move via cover to flank and assault.
    • Inform base-of-fire team before initiating assault to avoid friendly fire.

FM/G227 - Commanding an ambush via Fireteam Leader (≤6)

FM/BG-1062 - Conducting a convoy or vehicle ambush via Fireteam Leader (≤6)

Convoy ambushes must prevent vehicles from escaping the kill zone and neutralize armoured threats rapidly.

Tactics

  • Prioritize disabling the lead, then the rear vehicle.
  • Engage soft targets by aiming for tires and drivers.
  • Eliminate armored threats immediately—double up AT gunners if possible.
  • Stay clear of wreckage due to secondary explosions.
  • Use decoy vehicles to bait convoys into halting.
FM/BG-1058 - Fundamentals of ambushes via Fireteam Leader (≤6)

An ambush is a surprise attack from concealment against a moving or halted enemy. Ambushes capitalize on surprise and firepower to destroy or disrupt enemy elements.

Key Elements

  • Friendly Positioning: Use concealment and elevation to maximize survivability and lethality.
  • Kill Zone: Select open terrain with minimal cover; ensure clear, overlapping fields of fire.
  • Initiation of Fire: Initiated by the leader, usually with a verbal warning. Fire must be immediate, heavy, and accurate.

Contingency: If fire is accidentally initiated early, all elements must immediately engage to salvage effectiveness.

FM/BG-1059 - Use of explosives in ambushes via Fireteam Leader (≤6)

Explosives can significantly increase the effectiveness of an ambush by shaping the engagement area, restricting movement, and amplifying initial impact. Their placement should support both the ambush plan and the terrain.

Key considerations:

  • Safe approach route
    • Identify and use a route into the ambush position that avoids friendly explosive hazards
    • Ensure all elements can enter and occupy positions safely
  • Cover denial
    • Identify likely enemy cover (e.g. walls, vehicles, trees)
    • Use explosives to reduce or negate protection, limiting the enemy’s ability to react
  • Enemy avenue of approach
    • Assess likely routes the enemy will take into the ambush area
    • Position explosives to engage targets as they enter or pass through the kill zone
  • Blocking elements
    • Prevent withdrawal or manoeuvre out of the kill zone
    • Use terrain, obstacles, or explosives to close exits and fix the enemy in place
  • Use of terrain
    • Exploit natural features (e.g. chokepoints, narrow routes, ridgelines)
    • Funnel the enemy into confined or predictable movement corridors
FM/BG-1061 - L-Shaped ambush via Fireteam Leader (≤6)

An L-shaped ambush uses two elements forming a right angle, enabling simultaneous frontal and flank fire into the kill zone.

Advantages

  • Highly effective due to crossfire.
  • Even a single flanking rifleman or marksman significantly increases ambush lethality.
  • Can be employed by varied team sizes and roles.
Visual representation of an L-shaped ambush

Above: Visual representation of an L-shaped ambush

FM/BG-1060 - Linear ambush via Fireteam Leader (≤6)

The linear ambush positions all friendly elements in a single firing line parallel to the enemy's expected path of travel. It is fast to set up and commonly used in hasty situations.

Considerations

  • Works well with limited time and mobility.
  • A longer line reduces enemy cover options.
  • Avoid excessive spacing—ambushed enemies should not be able to breach the line.
Visual representation of a linear ambush

Above: Visual representation of a linear ambush

FM/G228 - Counter sniper tactics via Fireteam Leader (≤6)

FM/BG-1067 - Locating a sniper using crack/bang method via Fireteam Leader (≤6)

The crack/bang method uses sound delay between bullet crack and muzzle blast to estimate sniper range and direction.

Technique

  • Listen for the supersonic "crack" of the round, followed by the "bang" of the rifle.
  • Long delay = distant shooter; short delay = closer shooter.
  • Use the muzzle blast direction to orient toward the shooter.
FM/BG-1066 - Team response to snipers via Fireteam Leader (≤6)

Snipers are best countered by coordinated team action rather than individual efforts. Flanking and suppression are critical.

Best Practices

  • Suppress suspected sniper positions if feasible.
  • Flank as a team to neutralize threat.
  • Avoid peeking from the same spot repeatedly.
  • Use smoke to conceal intended movement route, not current position.
Visual representation of how to utilise smoke in a counter sniper situation

Above: Visual representation of how to utilise smoke in a counter sniper situation

FM/BG-1065 - General reaction to sniper fire via Fireteam Leader (≤6)

Snipers pose a long-range precision threat. Quick movement, cover usage, and coordinated suppression are key to survival.

Actions

  • Identify direction of fire and seek hard cover.
  • If sniper fire is suspected, call out "Sniper!" to alert others.
  • If exposed, move unpredictably and avoid direct paths.
  • Relay sniper’s position to friendly elements; use map marking if possible.

FM/G229 - Air threat response via Fireteam Leader (≤6)

FM/BG-1069 - Defending against helicopter attack via Fireteam Leader (≤6)

Rotary-wing aircraft are the most dangerous CAS threat due to precision and persistence. Prevention through stealth is preferred.

Best Practices

  • Avoid detection via low, concealed movement routes.
  • If equipped with AA assets, engage helicopters on approach.
  • If no AA is present, rely on concealment and avoid engagement unless certain of success.
  • Engage low-and-slow helicopters only when confident in a kill.
FM/BG-1068 - Reaction if spotted by air via Fireteam Leader (≤6)

If spotted by enemy aircraft, quick dispersion and terrain masking reduce casualties from guided or area-effect weapons.

Actions

  • Spread out immediately, avoid clustering.
  • Move to terrain that limits aircraft attack angles: forests, urban areas, reverse slopes.
  • Only engage aircraft with small arms if escape or survival depends on it.
FM/BG-1070 - Defending against jet attack via Fireteam Leader (≤6)

Jets are fast-moving threats that rely on visual detection and powerful area-of-effect weapons. Survivability depends on movement and concealment.

Best Practices

  • Move perpendicular to attack run to throw off aim.
  • Use reverse slopes to block line of sight and reposition after each pass.
  • Avoid exposure, jets struggle to detect infantry at speed.

FM/G230 - Indirect Fire threat response via Fireteam Leader (≤6)

FM/BG-1071 - Reaction to indirect fire via Fireteam Leader (≤6)

Artillery and mortars can inflict heavy casualties. Early warning, rapid response, and dispersion are key to survival.

Actions

  • Stay alert for distant firing sounds or incoming shells.
  • Shout "Incoming!" at the first sign of artillery to warn others.
  • If static, spread out and take cover immediately.
  • If mobile, follow the element leader’s direction to escape impact area.
FM/BG-1072 - Countering enemy indirect fire via Fireteam Leader (≤6)

Indirect fire threats can be neutralized through accurate location, counter-battery efforts, or direct assault.

Countermeasures

  • Call for counter-battery or CAS if available.
  • Mortar positions can sometimes be attacked directly.
  • Use triangulation with separated elements and compass bearings to identify artillery source.
  • Expect delayed repeat barrages—stay in cover until confirmed clear.

FM/G232 - Leading team/squad formations via Fireteam Leader (≤6)

FM/BG-1076 - Leadership positioning in formations via Fireteam Leader (≤6)

Leader roles and positions differ by echelon.

  • Squad Leaders “push” fireteams from centre or rear.
  • Fireteam Leaders “pull” teams by leading from the front.
FM/BS-1423 - Use bounding overwatch when appropriate via Fireteam Leader (≤6)

Use bounding overwatch when moving towards or away from enemy positions to always have firepower aimed at the enemy.

Explicitly set the distance between bounds in function of what is desired:

  • Larger distances are faster
  • Shorter distances are safer and more effective when engaging the enemy
FM/BS-1422 - Utilise an appropriate formation via Fireteam Leader (≤6)

Utilise an appropriate formation considering the following factors:

  • Speed
  • Expected direction of contact
  • Terrain
  • Desired profile (stealth)
  • Difficulty of maintaining and steering the formation
FM/BG-1075 - Multi-level formation stacking via Fireteam Leader (≤6)

Formations can be layered across command levels with Platoons, squads, and fireteams each using different formations. Each leader determines formation appropriate to their level to enables flexibility without micromanagement.

FM/BG-1077 - Issuing formations with relative offsets via Fireteam Leader (≤6)

Use simple, relative directions when ordering formations.

  • Reference direction of movement, not bearings.
  • Use “front, left, right, rear” to describe offsets.
FM/BG-1079 - Responsibilities of leading elements via Fireteam Leader (≤6)

Leading elements set the pace and direction.

  • Guide movement based on orders.
  • Prevent outpacing of trail elements.
  • Maintain observation forward and to flanks.
  • Provide point element if needed.
FM/BG-1078 - Controlling formations in movement via Fireteam Leader (≤6)

Formation control ensures spacing and cohesion throughout movement.

  • Leaders correct deviations using clear, relative directions.
  • Control is maintained by the formation’s overall leader.
FM/BG-1074 - Purpose and flexibility of formations via Fireteam Leader (≤6)

Formations guide positioning to support cohesion and control. They are adaptable, not rigid templates.

Principles:

  • Use formations as a baseline, not a constraint.
  • Leaders must understand strengths and weaknesses of each formation.
  • Precision is less important than practicality, adapt to terrain and threat.
FM/BS-1424 - Use a peel manoeuvre when appropriate via Fireteam Leader (≤6)

Use a peel when moving laterally in relation to the enemy positions to always have firepower aimed at the enemy, and splitting the element would be detrimental to the engagement.

FM/BG-1080 - Responsibilities of trail elements via Fireteam Leader (≤6)

Keep proper spacing and offset from lead.

  • Communicate speed/distance issues.
  • Observe sectors based on offset:
    • Left offset = watch left/front
    • Right offset = watch right/front
    • Rear = observe rear
    • Share rear security if no dedicated element

FM/G233 - Crossing danger areas via Fireteam Leader (≤6)

FM/BG-1082 - Principles of crossing danger areas via Fireteam Leader (≤6)

Crossing a danger area is conducted using bounding overwatch principles.

  • Cross in small elements to avoid detection and reduce exposure.
  • Maintain continuous security throughout the process.
  • Movement techniques used are an extension of basic infantry manoeuvre principles.
FM/BG-1081 - Recognising danger Areas via Fireteam Leader (≤6)

Danger areas are terrain features that expose friendly forces to heightened risk from enemy fire.

These may include:

  • Bridges, streams, open lanes, streets, or other open spaces.
  • Often observed or covered by enemy forces, including snipers or machine gunners.

Danger areas must be identified early and treated with deliberate caution.

FM/BG-1083 - Danger area crossing procedure via Fireteam Leader (≤6)

Step 1: Establish security

  • Form a security element to cover the danger area before attempting to cross.
  • Use at least half the force to provide overwatch.
  • Ensure wide spacing to reduce visibility.
  • Security observes flanks, rear, and the danger area itself.

 

Step 2: Scout the far side

  • Send a scout element to cross and clear the far side.
  • Typically fireteam-sized.
  • Conduct limited penetration to check for threats.
  • Provide overwatch for main body during their crossing.

 

Step 3: Controlled crossing

  • Once scouts report clear, remaining elements cross sequentially.
  • Cross one element at a time.
  • Maintain spacing and speed.
  • Do not bunch up or rush the crossing.

 

Step 4: Consolidate after crossing

  • Once all elements are across, regroup and continue the mission.
  • Re-establish control and situational awareness.
  • Ensure no one is left behind or disoriented.
FM/BG-1084 - Crossing under fire via Fireteam Leader (≤6)

If taking fire during the crossing, shift to emergency reaction techniques.

  • Deploy smoke to obscure movement.
  • Use suppression fire to cover crossing elements.
  • Maintain aggressive momentum to clear the area quickly.

FM/G315 - Maintaining combat effectiveness via Fireteam Leader (≤6)

FM/BS-1415 - Maintain cohesion via Fireteam Leader (≤6)
  • Prevent people or elements from wandering off
  • Actively steer people when needed
  • Allow for looser formations when in low risk areas, as maintaining strict cohesion takes energy that is better used when in combat
FM/BS-1416 - Deal with casualties via Fireteam Leader (≤6)

When taking a casualty, focus on winning the engagement as the primary priority:

  • If stationary, ensure the minimally needed amount of people are working on the casualty, and only if those people are not needed for the engagement
  • If moving, ensure the movement continues, taking the casualty along deferring treatment to after the movement is complete

When the situation allows, transfer the casualty to higher levels of care, unburdening the element.

FM/BS-1417 - Manage supplies via Fireteam Leader (≤6)
  • Ensure people have access to enough supplies to sustain the current pace of combat, taking into account the speed at which new supplies can be delivered.
  • Proactively request resupply as soon as a need can be anticipated, allowing for the maximum amount of time for the supply chain to work. 
  • Share supplies to maintain all-around fighting ability
  • Limit the usage of supplies when running short
FM/BG-1406 - Equipment load spreading via Fireteam Leader (≤6)

An element can only move as fast as the heaviest person. This means that, to the greatest extent possible, all equipment should be distributed among the members of the element, to equalise weight.

A couple of examples:

  • Have people carry their own PAK and other medical supplies
  • Distribute ammo between members, instead of having the dedicated roles carry everything. This includes ammo that might not be usable by the person carrying it

FM/G234 - Team tactics key definitions via Fireteam Leader (≤6)

FM/BG-1085 - Supression via Fireteam Leader (≤6)

Suppression uses accurate, sustained fire to force the enemy to take cover and prevent them from effectively returning fire.

  • Effective only if the enemy believes exposure will result in death or injury.
  • Fixes the enemy in place, enabling manoeuvre by friendly elements.
FM/BG-1086 - Base of fire element via Fireteam Leader (≤6)

The base-of-fire provides suppressive fire to support manoeuvre elements.

  • Ideally composed of troops with automatic weapons or machineguns.
  • Positioned for good observation and fields of fire.
  • May include multiple overlapping bases or support from vehicles.
FM/BG-1087 - Manoeuvre element via Fireteam Leader (≤6)

The manoeuvre element flanks or closes with the enemy under cover of the base-of-fire.

  • Executes movement to contact, assault, or flank.
  • Destroys the enemy using fire & movement tactics.
FM/BG-1088 - Fire & manoeuvre via Fireteam Leader (≤6)

Fire & manoeuvre is a coordinated action between base-of-fire and manoeuvre elements.

  • Base-of-fire suppresses while manoeuvre closes with the enemy.
  • Enables safe approach to contact or assault.
  • Maximizes automatic and crew-served weapon support.
FM/BG-1090 - Going firm via Fireteam Leader (≤6)

"Going Firm" is used to halt friendly movement for coordination and reassessment.

  • Fireteams take up immediate defensive positions.
  • Leaders assess situation, report casualties, and issue new plans.
  • Ends with resumed movement or updated orders.
FM/BG-1091 - Security via Fireteam Leader (≤6)

Security ensures 360° awareness and prevents surprise attacks.

  • Must be maintained during halts, movement, and contact.
  • Includes visual scanning, covering blind spots, and rear/flank observation.
FM/BG-1089 - Fire and movement via Fireteam Leader (≤6)

Fire & movement occurs when assaulting within close range of the enemy.

  • Used when base-of-fire can no longer provide effective support.
  • Involves buddy bounds or individual rushes.
  • Usually begins naturally once under effective enemy fire or within grenade range.

FM/G235 - Smoke employment via Fireteam Leader (≤6)

FM/BG-1093 - Types of smoke delivery via Fireteam Leader (≤6)

Four primary smoke delivery methods are available:

  • Hand Smoke Grenades: Short-range, quick concealment for infantry
  • Grenade Launcher Smoke: Mid-range concealment or marking via UGL
  • Vehicle Smoke Dischargers: Instant, directional smoke for vehicles
  • Artillery Smoke Rounds: Long-lasting, wide-area concealment via WP

Coloured smoke is also used for signalling (e.g., marking friendlies or enemy positions for CAS).

FM/BG-1094 - Smoke roles via Fireteam Leader (≤6)

Screening Movement

  • Used to obscure enemy vision and reduce effective fire during movement.
  • Often used to extract wounded or reposition under contact
  • Enemy may fire blindly into smoke, but with reduced accuracy
  • Must be well-timed and well-placed to be effective 

Masking Enemy Fire

  • Smoke placed directly on enemy positions can suppress their fire.
  • Effective against bunkers, machine guns, or snipers
  • Useful during assaults to degrade high-threat defenders

 Deception

  • Used to mislead the enemy and draw fire away from the actual manoeuvre.
  • Can trigger enemy responses or reveal their positions
  • Creates uncertainty and divides attention during key moments

Signalling

  • Used when visual cues are needed between units or for air-ground coordination.
  • Can mark friendly or enemy positions
  • Can identify landing zones
  • Can convey pre-arranged signals in radio-silent environments
FM/BG-1092 - Purpose of smoke via Fireteam Leader (≤6)

Smoke provides on-demand concealment and can be used to:

  • Mask friendly movement or positions
  • Obscure enemy observation or fire
  • Deceive enemy forces
  • Signal to friendly units or aircraft

Correct integration of smoke enhances survivability and effectiveness.

FM/G237 - Attacking theory via Fireteam Leader (≤6)

FM/BG-1112 - Support element role via Fireteam Leader (≤6)

The support element (base of fire) enables assault by suppressing the enemy:

  • Provides high volume of fire, typically using crew-served weapons
  • Should comprise 2/3 of the force
  • Must shift or cease fire as assault teams close in
FM/BG-1106 - Isolation of the objective via Fireteam Leader (≤6)

Isolation prevents the enemy from reinforcing or retreating. This can be achieved through:

  • Positioning heavy weapons to cover likely escape routes
  • Pre-plotting artillery on fall-back routes
  • Using deception, such as leaving a gap to bait retreat

Isolation is not always perfect, but should be attempted as thoroughly as possible using recon and terrain advantage.

FM/BG-1113 - Security element role via Fireteam Leader (≤6)

Security elements screen the assault from external threats:

  • Protect flanks and rear from enemy reinforcements or counterattacks
  • Can be integrated into the support element
  • Key for maintaining operational integrity during larger attacks
FM/BG-1107 - Preparatory fires via Fireteam Leader (≤6)

Preparation involves striking the objective with available firepower, artillery, mortars, CAS, or heavy weapons prior to the assault. Targets should be based on recon intel. Fires should ideally continue during the assault and shift just before the assaulting element reaches the objective to maximize confusion and shock.

FM/BG-1108 - Surprise as a force multiplier via Fireteam Leader (≤6)

Surprise can outweigh preparatory fires. A fast, violent, unexpected attack may disorganize the enemy more effectively than bombardment. The decision to prioritize surprise over preparation lies with the assault commander.

FM/BG-1109 - Flexibility in execution via Fireteam Leader (≤6)

No plan survives first contact. Leaders must remain flexible and ready to adapt to unexpected resistance or opportunity. Maintain the initiative by shifting tactics mid-attack when necessary.

FM/BG-1111 - Assault element role via Fireteam Leader (≤6)

The assault element closes with and destroys the enemy using fire and movement:

  • Use covered routes to stay concealed
  • Attack aggressively, maintain momentum
  • Leave casualties to follow-on forces to avoid stalling
FM/BG-1110 - Applying OCOKA in the attack via Fireteam Leader (≤6)

Observation & Fields of Fire

  • Choose support positions with visibility but avoid obvious spots
  • Consolidate ARs for better support-by-fire (SBF)
  • Identify observation posts for recon or coordination
  • Evaluate enemy overwatch and cover areas
  • Use smoke or stealth to bypass dangerous ground

Cover & Concealment

  • Assess enemy cover to anticipate positions
  • Use available micro-terrain for movement
  • Urban and dense terrain increases risk and slows assaults
  • Open terrain allows better coordination and support

Obstacles

  • Identify obstacles and plan how to bypass or breach them
  • Use satchels or AT to clear paths if needed
  • Expect enemy to cover obstacles—use smoke to mask approach

Key or Decisive Terrain

  • Seize vantage points, mission objectives, or tall structures
  • Expect heavier enemy presence on decisive ground
  • Exploit terrain to limit enemy strength or visibility

Avenues of Approach

  • Choose concealed approaches when possible
  • Identify opportunities for feints or unexpected routes
  • Multiple simultaneous approaches can overload enemy response
  • Unlikely or audacious routes may catch the enemy off-guard

FM/G238 - Defending theory via Fireteam Leader (≤6)

FM/BG-1120 - Applying OCOKA in defence via Fireteam Leader (≤6)

Observation & Fields of Fire

  • Position weapons to cover expected approaches with interlocking fire
  • Use elevation and open terrain for long sightlines
  • Assign sectors and clear kill zones of obstruction

Cover & Concealment

  • Select terrain that offers protection and concealment
  • Use fortifications and camouflage to reduce visibility
  • Prepare alternate firing positions

Obstacles

  • Use terrain, wire, or mines to channel enemy movement
  • Cover obstacles with direct or indirect fire
  • Avoid blocking friendly fields of fire

Key or Decisive Terrain

  • Hold terrain that controls movement or offers advantage (e.g. high ground)
  • Reinforce positions likely to be attacked
  • Use terrain to protect flanks and enable movement

Avenues of Approach

  • Identify all likely enemy routes
  • Funnel the enemy into kill zones
  • Maintain security on flanks and rear
FM/BG-1119 - Principles of defending via Fireteam Leader (≤6)
  • Security: Observation of all avenues of approach must be maintained. Sentries, OPs, and rear/flank watch are essential. Without 360° awareness, the defense is vulnerable to surprise and flanking. 
  • Positioning: Every position should offer cover from fire, concealment from observation, and effective fields of fire. Terrain and fortifications must be used to the defender’s advantage, while minimizing exposure to likely threat angles. 
  • Depth: A layered defense absorbs shocks and enables fallback. Forward elements slow the enemy, while reserves counterattack or hold rear lines. Depth provides both resilience and flexibility. 
  • Mutual Support: Defensive positions must overlap in fields of fire, allowing them to support one another. No position should be isolated; any attack on one should trigger fire from others. 
  • Flexibility: Plans must account for contingencies. Have fallback positions, repositioning routes, and mobile reserves. Defenses that cannot adapt are easily overrun.

FM/G236 - Firefight theory via Fireteam Leader (≤6)

FM/BG-1053 - Leadership actions post combat via Fireteam Leader (≤6)

Establish security immediately

  • Secure the area with 360° coverage.
  • Clear enemy combatants and occupy strong positions.

Conduct status and ACE reports

  • Collect SITREPs and ACE Reports from all elements.
  • Determine remaining combat capability.

Address casualties and medical needs

  • Confirm medics are treating wounded effectively.
  • Avoid clustering around aid stations; establish triage.

Reorganize and redistribute

  • Reassign leadership if casualties occurred.
  • Merge understrength teams as needed.
  • Redistribute key equipment and ammunition.

Prepare for the next objective

  • Once stabilized, determine the next phase of the mission.
  • Rebrief units if needed and resume movement with discipline.
FM/BG-1101 - When to transition to an assault via Fireteam Leader (≤6)

If flanking fails or is infeasible, a direct assault may be necessary. Pincer movements (simultaneous flank and front assaults) maximize shock and reduce exposure.

FM/BG-1102 - When to transition to a defence via Fireteam Leader (≤6)

If manoeuvre becomes unfeasible, adopt a defensive posture:

  • Use strong terrain
  • Cover likely approaches
  • Establish overlapping sectors

Transition to defence is not permanent, readiness to counterattack remains key.

FM/BG-1103 - When to disengage via Fireteam Leader (≤6)

If the enemy cannot be flanked or defeated, disengage under cover of smoke or suppressive fire. Withdraw in bounds to prevent pursuit and reposition for advantage.

FM/G305 - Commanding a vehicle

FM/BG-950 - Tactical command tips via Light Vehicle Crewman (Commander)

Vehicle commanders must anticipate enemy threats before contact. Prioritize targets by danger: armour and ATGMs first, then unguided anti-tank infantry. Avoid skyline exposure; stay on low ground and shift position after engagement to avoid counterfire. Never drive directly out of overwatch; reposition laterally or reverse first.

FM/BS-1363 - Give orders to a crew member
  • Alert with their crew position: e.g. “DRIVER” or “GUNNER”
  • Give the order: e.g. “REVERSE” or “SCAN LEFT”
FM/BS-1364 - Direct a driver using intent
  • State the destination and intended route when possible.
  • Repeat or re-confirm instructions if the driver's response is delayed or unclear.
FM/BS-1365 - Direct a driver using specific instructions
  • Use the format: FM/BS-1363 - Give orders to a crew member
  • Give visual cues only within the driver's visible sector (11 to 1 o'clock),
  • Time commands to allow for heavy-vehicle response delay,
  • Provide close guidance when in formation or near infantry,
  • Repeat or re-confirm instructions if the driver's response is delayed or unclear.
FM/BS-1366 - Direct a gunner
  • Define the gunner's left and right arcs using bearings, clock-ray, or landmarks.
  • Use optics to verify distant threats before engagement.
  • Update the crew on friendly positions to prevent fratricide.
  • Account for commander vs gunner viewpoint differences when giving aim or engagement cues.
  • Watch your gun direction and vehicle safety when moving in tight areas to avoid hitting obstacles.
FM/BG-1367 - Commander initiated engagements (CIE) via Light Vehicle Crewman (Commander)
  • Alert: Focus the gunner. 
  • Ammo/Weapon: Tell the gunner what system/ammo to use. Use specific shorthand (e.g., SABOT, HE, Coax, MG, Smoke).
  • Target Description: Tell the gunner what the target is. For vehicles/aircraft  FM/G18 - Vehicle class identification should be used, other targets may include infantry, gun emplacement or a building
  • Direction: Give an unambiguous direction indication and an approximate range relative to the vehicle. Distance helps set lead, ammo choice, and sights.
    • Accepted direction formats:
      • Clock + distance,
      • Degrees + distance,
      • Relative + distance.

Movement status: Give movement to help lead. Use short phrases: moving Left to Right, moving away, moving towards, stationary, stopped, on the move. If speed is important, add fast / slow.

FM/BS-1368 - Give a Commander initiated engagement (CIE) via Light Vehicle Crewman (Commander)

Skip sections if they are not required.

  • Announce “GUNNER” or “DESIGNATE*”,
  • State the weapon/ammo the gunner should use,
  • Describe the target and, if needed, the point of aim
  • State the direction and range using one of the following:
    • Clock + distance: 
    • Degrees + distance: 
    • Relative + distance: 
  • State the movement status
  • Gunner: Announce “IDENTIFIED” when the gun is on target.
  • Gunner: Announce “NOT SEEN” if the target cannot be found.
  • Commander: Talk the gunner on to the target if needed FM/BS-1371 - Talk gunner on to target,
  • Proceed with FM/BS-1372 - Execute an engagement.

*Only if using the Hunter/Killer system.

FM/BS-1370 - Give fire control commands to a gunner
  • “FIRE”: Fire immediately,
  • “FIRE AND ADJUST”: Fire immediately and adjust for follow-up if target is missed,
  • “AT MY COMMAND”: Acquire target but await “FIRE” command.
FM/BS-1371 - Talk gunner on to target
  • Give instructions to traverse left or right
  • When close to the target announce “STEADY” to slow the speed and allow the gunner to locate the target
  • Announce “ON” when the gunner is aiming at the correct target
FM/BS-1373 - Call and Correct Round Impacts
  • When a round is fired, call the effect it has on the target:
    • “TARGET”:  Round hit the target
    • “OVER/SHORT”: Round missed long / short,
    • “LOST”: Round impact was unseen,
    • “DOUBTFUL”:  Round passed to the left or right of the target but the range seems correct,
    • “REENGAGING”: the gunner is preparing to fire again with corrections if needed,
    • “CEASE FIRE”:  Gunner should stop engaging the target.
  • When required apply target corrections:
    • “ADD ONE/DROP ONE”: Move aim up / down,
    • “MORE LEAD/LESS LEAD”: Move aim further ahead or closer to a moving target.
FM/BG-1374 - Hunter-Killer observe override via Light Vehicle Crewman (Commander)

A Hunter‑Killer Observation Override synchronises commander and gunner sights to allow rapid target acquisition by slewing one sight to the point observed by the other.

  • Function: Syncs commander and gunner sight lines so a target viewed by one can be observed or engaged by the other without separate manual laying.
  • Gunner / Commander- Observe: Using Observe moves the user's sight to the point currently targeted by the other sight, permitting immediate visual confirmation.
  • Commander- Override: Using Override slews the gunner sight to the commander's aim point, enabling the gunner to acquire and engage the same target quickly.
FM/BS-1375 - Alert a gunner when using Hunter-Killer override via Light Vehicle Crewman (Commander)

If using the hunter-killer override, alert the gunner with "DESIGNATE" before taking control of the turret.

FM/BS-1376 - React to vehicle damage
  • Vehicle weapon disabled
    • Move vehicle back in cover, 
    • Report "[your callsign] WEAPON DISABLED" on command net, 
    • Stay in vehicle and await orders.
  • Vehicle mobility disabled:
    • Report up  "[your callsign] MOBILITY DISABLED" on command net, 
    • Stay and defend vehicle if safe, 
    • Dismount vehicle and regroup near cover if not safe to stay in the vehicle.
  • Vehicle disabled (or weapon and mobility disabled)
    • Report  "[your callsign] VEHICLE DISABLED" on command net, 
    • Stay in vehicle if safe, 
    • Dismount vehicle and regroup near cover if not safe to stay in the vehicle.
FM/BS-1377 - React to vehicle destroyed
  • As the commander, If you identify that the vehicle is damaged and poses a risk to the crew, announce "BAIL, BAIL, BAIL"
  • Exit the vehicle,
  • Move to cover
  • Report  "[your callsign] VEHICLE DESTROYED, [number of casualties] CASUALTIES" on command net, with the number of personnel wounded accounting for any still in the wreck.

FM/G327 - Gunning a vehicle

FM/BS-1459 - Scan and maintain assigned fire arcs via Light Vehicle Crewman (Commander)
  • Scan left and right limits systematically.
  • Re-scan after firing or target loss.
  • Maintain awareness of arc boundaries.
FM/BS-1460 - Engage targets via Light Vehicle Crewman (Commander)
  • Open fire on a target or area as directed by the vehicle commander
  • Shift fire only when directed or when threat changes.
  • Cease engagement when target is neutralised or when directed.
FM/BG-1461 - Fire discipline via Light Vehicle Crewman (Commander)

Uncontrolled or excessive firing degrades situational awareness, depletes ammunition, and increases vehicle signature. Deliberate, controlled fire is more effective.

FM/BS-1462 - Apply fire discipline via Light Vehicle Crewman (Commander)
  • Fire in controlled bursts or single shots as appropriate.
  • Avoid firing without target confirmation or direction.
  • Monitor ammunition expenditure during engagement.
FM/BS-1463 - Compensate for range to target via Light Vehicle Crewman (Commander)
  • Determine distance to the target using available tools or visual estimation.
  • Adjust aim using weapon sights, reticles, or fire control aids to account for range.
  • Confirm the target is within the weapon system’s effective engagement envelope.
  • Re-adjust aim if the firing position or target distance changes.
FM/BS-1465 - Apply lead for moving targets via Light Vehicle Crewman (Commander)
  • Identify target direction and relative speed.
  • Apply appropriate lead based on target movement and engagement range.
  • Maintain lead through trigger pull or weapon release.
  • Re-assess lead if target speed or direction changes.
FM/BG-1458 - Gunner observation discipline via Light Vehicle Crewman (Commander)

Effective gunnery begins with continuous observation. Gunners should prioritise scanning assigned arcs methodically rather than fixating on a single point.

FM/G326 - Driving a vehicle

FM/BG-1447 - Throttle and brake discipline via Light Vehicle Crewman (Commander)

Consistent throttle and braking inputs reduce formation disruption, prevent collisions, and improve overall vehicle control. Abrupt inputs increase stopping distance errors and can cause secondary impacts in close formations.

FM/BS-1446 - Apply smooth acceleration and braking via Light Vehicle Crewman (Commander)
  • Increase and decrease speed gradually.
  • Anticipate halts to avoid abrupt braking.
FM/BG-1464 - Use of speed management systems via Light Vehicle Crewman (Commander)

Modern vehicles may provide speed-control aids such as cruise control or speed limiters. These systems can assist in maintaining convoy discipline, reducing driver workload, and improving spacing consistency when terrain allows.

Speed aids are most effective on:

  • Long road movements
  • Convoys with fixed speed parameters
  • Low-threat environments

They are less suitable in:

  • Urban terrain
  • Close formations
  • Areas requiring frequent speed changes
FM/BS-1448 - Maintain a constant set speed via Light Vehicle Crewman (Commander)
  • Maintain a set speed limit as briefed by the element commander.
  • Disengage any speed aids immediately when terrain, threat, or formation changes.
FM/BG-1451 - Steering and track/wheel management via Light Vehicle Crewman (Commander)

Sharp steering inputs increase rollover risk, especially in tracked or top-heavy vehicles. Controlled steering preserves traction and reduces vehicle silhouette changes that may expose weak armour arcs.

FM/BS-1449 - Apply deliberate steering inputs via Light Vehicle Crewman (Commander)
  • Avoid sharp turns at speed.
  • Adjust steering input based on terrain and vehicle type.
  • Maintain predictable movement for vehicles and infantry nearby.
FM/BS-1450 - Manage vehicle power on inclines and obstacles via Light Vehicle Crewman (Commander)
  • Apply steady throttle when climbing or crossing obstacles.
  • Avoid stopping mid-slope unless directed.
  • Report loss of power or mobility to the element commander immediately.
FM/BG-1452 - Reversing and confined movement via Light Vehicle Crewman (Commander)

Reversing armoured vehicles is inherently hazardous due to limited rear visibility. Driver movement in reverse should be deliberate and preferably guided by the vehicle commander or ground guide.

FM/BS-1453 - Conduct safe reverse movement via Light Vehicle Crewman (Commander)
  • Halt before reversing.
  • Announce “REVERSING” 
  • Reverse slowly and deliberately.
  • Follow commander or ground-guide instructions when available.
FM/BG-945 - Operating around infantry via Light Vehicle Crewman (Commander)

Vehicles must avoid endangering friendly infantry. Do not run them over, and avoid firing main guns near dismounts unless absolutely necessary due to the risk of overpressure injuries. In close terrain infantry should move ahead of the vehicle as this gives dismounts a chance to spot threats early. 

Vehicle commanders may, if required, dismount to coordinate directly with infantry.

FM/BG-1454 - Reduced-visibility driving via Light Vehicle Crewman (Commander)

Low-light and degraded visibility environments significantly reduce reaction time and depth perception. Speed and spacing must be adjusted accordingly, with increased reliance on commander guidance.

FM/BS-1455 - Adapt driving to visibility conditions via Light Vehicle Crewman (Commander)
  • Reduce speed in low visibility or at night.
  • Increase spacing where possible.
  • Rely on commander cues for obstacle and personnel awareness.
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