Showing posts with label military. Show all posts
Showing posts with label military. Show all posts

Sunday, September 27, 2009

North Atlantic Airsoft Expo


The US Atlantic Seaboard’s only leading local and international airsoft exhibition, drawing exhibitors and attendees from all over the United States and world. This exciting expo will be held March 5th - 7th, 2010, at SHOWPLACE in High Point, NC

The NAA Expo is a “MUST” event for all airsoft manufactures, airsoft retailers and field / facility owners. Active participation is also expected from event coordinators, state organizations and organized teams. The NAA Expo will also strive to increase public awareness of the sport of airsoft while providing a fundamental network to those who are already a part of this acclaimed sport. We look forward to seeing you there.

For more information visit:
http://naaexpo.com
Showplace
Showplace phone: 336-886-4700

Big Boy Toys will be an exhibitor. Find us at Booth #5-7
Big Boy Toys has now been announced as a Gold Partner.

Exhibitors already committed:
Teams: 6mm Militia, SG-12
Fields: Blackstone Airsoft - Blackstone, VA
Xtreme Kombat - Durham, NC
Businesses: Duostock Desings - Welling, OK
Eye Safety System, Inc. (ESS) - Sun Valley, ID
Airsoft International - UK (Platinum & Official Media Partner)
Airsoft Carolina - Asheville, NC
Pantac USA - Lewis Center, OH
Zshot.com (Systema USA) - Lewis Center, OH
UltraForce International - Hong Kong
Organizations: North Carolina Airsoft Organization (NCAO) - NC

Friday, July 10, 2009

Operation Eagle

Operation Eagle is a premier airsoft event held in Locust, NC at Boss Paintball every July (7/26 this year). It is hosted by Eagle Productions and the NCAO (North Carolina Airsoft Organization) and sponsored by a huge number of local merchants, companies, and organizations (such as the Charlotte Panthers). The primary airsoft sponsor is Big Boy Toys in Oak Ridge, NC who will be set up to vend all you airsoft needs at the event. Operation Eagle is a charity game with all the proceeds going to the Autism Society. In 2008, Op Eagle raised almost $2000 for the Autism Society.

Follow up -> Operation Eagle was a huge success. Everyone had a fantastic time.
While final tallies are not in on the money raised. It is safe to say that we easily topped the Operation Eagle I donation.
Plans for Operation Eagle III have already begun.

Monday, May 18, 2009

Leadership in Airsoft

by REMF (used with permission)

Once clubs hold events that have more than a dozen participants, leadership becomes a bigger and bigger issue. Interests diversify and peoples’ vision of what a given day should look like gets very lopsided. Unless you play endless elimination games, someone always has to step up with a scenario idea and organize some kind of tactical event within the day. This is almost always a thankless job as invariably someone is going to feel like it didn’t go like they hoped. Effective element leaders are a huge part of any scenarios success.

They too are in a thankless position. Often times element leaders get appointed or assigned randomly. Volunteers often aren’t the best choices for leadership as often their motivation is to simply keep someone less qualified from getting the job! Leading an airsoft element in a scenario or skirmish is an extremely complicated and difficult job. Few players have ever received training on leadership of any kind let alone tactical leadership. The US Army trains their officers spending hundreds of thousands of dollars and years of training with mixed success. Airsoft, though a team activity is very much an individual sport. Everyone is concerned with their own personal performance and success. In order for a team to act like a team and be successful, individuals must surrender those thoughts on some level and function unselfishly. This process defies human nature. Military units spend weeks at Boot camp breaking down this “sense of oneness” and then in a unit training to minimize that which still naturally exists. Seldom does the airsoft commander have the benefit of any of that training amongst his troops.

In an airsoft battle, lives aren’t at risk so the process is not as critical and it doesn’t need to be honed to the point of reflex or instinct. That said the challenges are still great. An airsoft leader has responsibility for team success with no actual authority. Responsibility without authority is almost always a formula for failure! When people heed instructions or ignore them (with no consequences) that further insure that groups will act more like herds than teams.

Generally that’s fine since it’s only airsoft and people are there to have fun. The result is the airsoft leader, (squad leader, platoon leader or force commander) has to earn their level of authority from untrained, disorganized folks in a highly fluid, incredibly confusing environment. It’s a wonder any of them manage to do a decent job at all! Usually when all is said and done they end up being resented by at least some of their team members. Indeed a generally thankless job!

Before we discuss some of the qualities and techniques a successful airsoft commander can employ lets first take a moment to consider how essential it is that someone be willing to take on the task. Without some form of direction, scenarios quickly break down and cease to resemble any kind of military simulation. Hence unit commanders have to be established and orders on some level have to be followed. Regardless how they perform, volunteers willing to take on the task should be thanked and acknowledged. Complain about your leaders’ performance only at the risk of being assigned that duty for the next mission.

If you do accept the assignment here are some thoughts to remember.

Airsoft Team Leader Checklist
· First and foremost airsoft is about fun and lives are not at risk. None of the missions (even the ones that replicate Weapons of Mass destruction) will alter the course of human existence.
· Don’t take your job as “Combat commander” too seriously. There’s nothing more comical or pathetic than a self absorbed marionette barking out orders.
· Keep squad levels separated into four to six man elements (airsoft ranges do not provide mutual support and cover for forces larger than that and with untrained personnel controlling more than six troops is difficult.)
· If you’re in charge of several squads, have a second in command that you can delegate tasks to and can follow-up on details while you’re involved in planning. (Another set of eyes supporting the commander is always a good thing.)
· As a leader your first responsibility is for the safety and physical security of your team members. Watch out to insure that goggles are worn, guns are on safe (when they need to be), procedures are followed and team members are watching out for one another. Check to be sure everyone’s drinking plenty of water, having fun and people aren’t worn out. Remind them to defog goggles and keep them on pace to get ready for the next mission so people aren’t standing around doing nothing between missions or games.
· Check on your folks comfort level. There are broad levels of physical conditioning so do what you can to insure assignments and the pace of your actions do not exceed the capacity of your weakest member. Consider duties and assignment according to their ability.
· Ask for volunteers for various tasks. “Who wants to go high?” “Who’d prefer to hold back and defend?” “What team wants to take the point?” If there is a failure to accept the request you’ll have to assign people to the duties if they need to be preformed. When making those decisions consider capabilities and fairness to all team members.
· Spread around assignments so people get a balanced day of action. Don’t leave the same people on defense and the same people on broad high paced sweeps (unless it’s what they like to do).
· Don’t get caught up in cronyism (Giving the same guys or your buddies the same cool tasks, unless they’re the only ones who like to do them and no one else does!).
· For scenario games, squad leaders (and up) should have small notebooks and something to write with. Even if they never look at their notes the mere act of writing things down dramatically increases the likelihood that instructions will be remembered.
· Keep your plans and instructions simple. Use the KISS formula for success. (Keep It Simple Stupid) The more complicated the plan the more likely it is to fall apart.
· Consider your time restraints. How soon do we need to move out, how soon do we need to complete the assignment?
· Plan backward from mission completion. Break the mission down into time increments (10 minutes to do this, 5 minutes on this etc.) It won’t always go according to plan but you’ll know where you need to shave time or if things can be done in the time allotted. Take time to save yourself time. A few minutes of planning can save you big time during execution.
· What special weapons or equipment do I need for the mission and how can I insure their safety until needed.
· Are there regens for a given game? How will I instruct my folks to act when re-entering. (Where do I need them to go and what should I have them do when they come back in?) How will we integrate them back into their teams or any team?
· Do I have medics? If so where should they be positioned? How should I deploy them?
· Have simple contingencies for what to do if…?
· When giving instructions have different groups stand apart. “1st squad over here, 2nd squad stand together over here. Assault element on my right, support element stand to my left.” The more you can have them thinking as integrated units the better.
· Have a chain of command. “If I go down, Fred will take over and third in command is Tony. 1st Squad who’s your second in command?” 2nd squad who’s yours? John is the primary demolitions guy but if he gets eliminated Cindy will take over and then Phil.”
· If radios are used give them call signs that will be easily understood. “For this mission we are all Panther elements. I’m panther six. 1st squad is panther one, second squad is panther two etc.” Keep it Simple! Have them write it down. Have them repeat back to you who they are.
· Remind everyone of their frequency and alternative frequency.
· Conduct a commo check with all elements before you move out.
· Tell your units when you expect to hear from them. “When you get to the far tape line let me know. If you make contact or see anything I need to know about, let me know. I shouldn’t have to ask you for sit reps very often.” Remind them to always identify themselves on the radio. “Panther six this is…”
· Use a map, sand table or lots of reference points that at least squad leaders will relate to.
· Once instructions are given ask open-ended questions to test their comprehension. Don’t ask “Do you understand what you need to do?” or “Are you clear about what to do?” Instead ask? “What’s the most important thing you need to be sure to do when moving in on the objective?” and “What are you going to do if you make contact before you get to the objective?” “Third squad what do you do if they make contact while we’re moving in?” If and only if, you’re satisfied that they all know their jobs do you move on with your briefing?
· At the end of your briefing ask “What are your questions?” not “Do you have any questions?”
· As the mission unfolds expect things to break down. If possible have a reserve group that you can move in to respond to circumstances and challenges.
· Keep your mission specific tools and teams safe until the objective is secure. Usually Stay with your mission specific element. (You need to be safe too.)
· Stay calm on the radio and in person. Yelling at people seldom accomplishes anything. Lose your temper and you lose their respect.
· Remember the fun factor. Don’t let your own frustrations and emotions become contagious unless they’re positive emotions! Point out cool things that happened and neat things people did. Even opponents!
· Conduct a debrief. Focus first on what went well and acknowledge positive behaviors and actions. Ask your elements what they would do differently before you point out what they did wrong. (Chances are they know anyway and will say just what you wanted to say.) Consider the power of them saying it instead of you saying it.
· Try not to focus on fixing blame instead focus on fixing future improvements. (Instead of: “Ted, why didn’t you guys keep moving like I told you to do?” try saying “Ted what could you do to get your guys to move more aggressively once contact was made?” or “Ted, how can you keep from getting bogged down next time that happens?”

In airsoft none of us have the power of rank or authority. We must earn our stripes through an even more powerful motivator and that’s leadership. As you looked over those tips I’m sure many of you are thinking, ye gads that’s a lot to accomplish. You’re right! Leadership in a static situation is tough. In an action pursuit environment it’s extremely tough. If you find yourself frustrated by the ineffectiveness of your troops, look first to your own actions as a leader. What could I be doing better? There are lots and lots of things to consider. I hope some of these tips will help you be more successful.

You probably won’t be able to effectively use all of them in a given day of airsoft. Try to incorporate more and more into your leadership style as you increasingly take on command assignments. Airsoft is a great activity for personal development. For those willing to take on the challenge I applaud you. The rewards for doing it well are many and the benefit and lessons of trying can serve you well in many thing outside of airsoft.

Have Fun and be safe.

REMF OUT

Monday, May 11, 2009

RTO Procedures

(Radio Telephone Operator)

By REMF (Used with permission)

· Decide and agree to a primary and secondary frequency. Make sure none of the radios end up on a sub channel (unless everyone is)

· Always conduct a commo check before departure with all elements. Use this as an opportunity to use good RTO procedures and to be sure all units know their call sign and yours and that they are identifying themselves and who they are calling with each transmission.

· Controller should have communications with both teams and conduct a commo check prior to commencing games.

· Maintaining Control of the scenario should not require radio communications (Have a back up set of signals for game control. (Whistles or auto horns, Cell phones?)

· Obviously only one person can talk at a time

· Begin your transmission by identifying who you are calling followed by who you are. “Panther three, this is Panther six, over.”

· Indicate clearly that you have ended your transmission with one of the following: “Over” (you require a response) or “Out” (transmission is terminated you do not require or expect a reply) Over and Out is fine for movies but not true RTO procedure as it’s redundant.

· If you did not understand the full transmission ask them to “Say again last transmission” or “Negative roger on your last transmission.” Refrain from asking them to “Repeat” as that is a term used exclusively when directing artillery and mortars! When doing so state “I say again…”That way you don’t have to say “Wilco” prior to retransmitting.

· Speak slowly and use phonetic alphabet in place of letter designations

· If you can’t speak due to the closeness of enemy forces use a series of squelch breaks. Two breaks of squelch means you heard the transmission but can’t reply. Three breaks of squelch in short sequence means you will comply but can’t speak.

· If you want to know what is going on with another element request a situation report by simply saying: Dakota 5, this is Dakota 6, sit rep over.”

· If nothing is going on and you are stationary simply say: “Dakota six this is Dakota 5, sit rep negative. If you are in motion let them know your location using predetermined phase lines.

· “Dakota six this is Dakota five we have crossed phase line green and are 150 yards short of Lion from approximately an 11:00 position.

· Base may request a situation report from all elements. “This is Dakota six to all Dakota elements. Sit Rep over.” All elements should report in numerical sequence “Dakota six this is Dakota one, sit rep negative.” “Dakota Six this is Dakota Two sit rep negative.” Dakota Six this is Dakota Three we have crossed phase line pink and are closing on Tiger currently 200 yards short from 3 o’clock direction. “Dakota six this is Dakota seven we have secured the Papa Zulu.” No response request is assumed so they don’t end with “Out” Have a clock designation pre agreed upon, relative to the objective. Use a predetermined point usually the starting point or ORP position serve as a 12:00 reference point. Have key ground locations identified with some kind of code. (Phase lines and boundaries) As before two squelch breaks without transmission means you heard the transmission but are too close to enemy positions to reply. If the reports are sent in sequence base will know which element is in contact with the enemy.

Radio Terminology
1. “Mikes” (refers to minutes).
2. “Charlie Mike” means (continue the mission.)
3. “Lima Zulu” refers to the (Line of Departure).
4. Papa Zulu- (Pick up Zone),
5. Lima Zulu-(Landing Zone).
6. “Package” refers to the (mission)
EXAMPLE: (“Goose six this is Sparrow three, package is secure and we are seven mikes from the Papa Zulu, over.”
7. “Oscar Romeo Papa is the (Objective Rally Point)
8. "Roger” means you (understood the transmission).
9. “Wilco” means you (will comply).
10. “Affirmative” means (yes)
11. “Negative” means (no).
12. Six almost always designates the (element leader)
13. Typically back at base or in the control chopper)
14. An important message is usually positioned as such with the phrase “Be advised…”
15. Tango Sierra (Out’ta luck)
16. “Ten for Ten” (Hear you perfectly)
17. The military does not refer to your location as your “20”
18. They don’t use expressions like “Breaker breaker.”
19. “Kilo India Alphas refer to (fatal casualties)
20. Whiskey India Alphas are non-fatal casualties.
21. “Blue on Blue” or Bravo on Bravo refers to friendly fire).
22. Everyone on a given frequency are referred to as the net.
23. When transmitting a vital message like key enemy dispositions, debrief information that doesn’t need to be secure like mission results or observations. Changes in plans etc. The caller should begin the transmission (after identifying who you’re calling and who you are) with the statement “Critical message follows.”
24. If a unit states “Critical message follows…” all units must totally refrain from interrupting the transmission. Always good advice when someone is transmitting but something to be even more mindful of using if you want to be sure the net audience listens.
25. Always end your transmission with “Over” as you DO WANT the listener to acknowledge receipt of the message. 26. “Whiskey Papa” is (White Phosphorose rounds)
27. Hotel Echo is (High Explosive)
28. “Victor Tango” is (Airburst rounds)
29. Requests for air power strikes or indirect fire requests should start with “Fire Mission, Over.” “AIRSTRIKE Over”. (After identifying who you are calling and who you are) EXAMPLE: “Baker three this is Dakota Two, Fire Mission Over.” Dakota Two this is Baker Three Over. Baker three this is Dakota Two requesting one round Whiskey Papa on bunker formation at Grid Coordinates 31035900. Over. “Dakota Two Wilco Out.”
30. When the indirect fire mission has commenced the unit should announce that the mission is underway by saying. “Dakota Two this is Baker Three One round Whiskey Papa SHOT OUT Over.” Baker three this is Dakota Two Roger Out.
31. When a conversation is intimate (others aren’t on the net) Mutual Identities between parties is not as critical but sender should identify EXAMPLE “This is Dakota Two Roger out.”
32. If the party requesting the Fire mission intends to direct it they should state “WILL ADJUST”

Phonetic Alphabet
A Alpha (Able)
B Bravo (Baker)
C Charlie
D Delta (Dog)
E Echo (Easy)
G Golf (Green)
H Hotel
I India
J Juliet
K Kilo
M Mike
N November
O Oscar
P Papa
Q Quebec
R Romeo
S Sierra
T Tango
U Uniform
V Victor
W Wiskey
X X-Ray
Y Yankee
Z Zulu

Sample Call Signs
Goose - Pantera - Lion
Swan - Ferrari - Leopard
Ostrich - Lamborghini - Tiger
Sparrow - Fiat - Cougar
Oregon - Rook - Cherokee
Dakota - Pawn - Crow
California - Bishop - Sioux
Idaho - Queen - Arapaho

Typical patrol elements: Assault element usually #1, , Support (Base of fire) Usually #2, Security #7& higher. Headquarters or Base usually #6. Helicopter support, Artillery Assets, Air cover. Typically have a different Call sign.

Key Things to Have Codes For:

Terrain Features
Objectives
Rally Points
Primary and Alternate Landing and Pick-up Zones
Boundaries
Supporting Units

Codes that become standard SOPs within units
Directions (South, East, West, North) Key orders (Withdraw, Attack, Initiate Contact, Hold Your Fire, Create a Distraction, Move Rapidly, Recon by Fire, Switch to Alternate Frequency, Go to Alternate Pick-up Zone.

Tips for Effective Radio Transmission
· Transmission is aided by open terrain and high ground.
· Hold Antenna upright with antenna extension if possible.
· Speak slowly
· Listen for other transmissions before transmitting
· Hesitate a split second after pressing your talk button before transmitting.
· Assume they won’t know who you’re calling or who you are with each transmission unless you’re sure they’ll know.
· On critical transmissions where you don’t hear a reply and you think the receiver may hear the transmission from your location but not the sender you may be a relay station.
EXAMPLE: Dakota Three this is Dakota Seven I relay again transmission from Dakota Six, Requesting you execute a plan Whiskey Whiskey Over.”
· In this case the receiver should identify both parties that they heard and themselves when responding.
EXAMPLE: “Dakota Seven and Dakota Six, this is Dakota Three, I received your relay, Wilco out.”
· If they only heard Dakota Seven and Not Dakota Six they should say: Dakota Seven this is Dakota Three please relay to Dakota Six, Wilco Out.
· Dakota Seven would then call Dakota Six and inform them that they were serving as a relay station.
EXAMPLE: Dakota Six this is Dakota Seven Be advised I am serving as a relay station for Dakota Three Over.” “Dakota Seven, Dakota Six, Roger Out.”
· If you are transmitting and lose your train of thought or need to look at something up before finishing state “ WAIT OUT.” In this case the net isn’t tied up and the receiver knows to expect a follow-up finishing transmission later.
· Fresh and spare batteries should be on hand for all radios and operators should be fully versed on their use and have fairly proper radio procedures before using them in games.

Radios are a great asset in all Mil Sims and when used properly are both functional and add greatly to the Mil Sim experience. Like in real military situations they are sporadically functional and Murphy’s law states they will go out when critically needed. This too adds to the realism. Have an alternate means to communicate and insure that you’re plan does not rely entirely on them.

REMF is retired infantry captain (airborne, ranger and recondo qualified) who first got into airsoft 16 years ago. He now spends his freetime playing airsoft with his son.

Friday, May 08, 2009

110 Terms and Phrases You Need to Know If You’re Going to Sound Right at your next Airsoft Big Game

I thought I knew all the terminology and phrases common to the modern army but this old Ranger discovered that in addition to the many military phrases and expressions used in my day, the modern Army has added many new ones. At Lion Claws events the company commanders are always contemporary authorities with extensive military background. Almost all of the Platoon and squad leaders had attended past Lion Claws events so they were indoctrinated to the lingo and parlance of the modern US Army. I on the other hand at times felt like there was another language being spoken.

One company was lead by Colonel McKnight who actually led the ground forces in Mogadishu during the US adventure depicted in the book and Movie Blackhawk Down. The other company was lead by MSGT Max Mullens who is one of the few men who served in each of the Army’s Ranger Battalions. He served as an instructor at the Ranger School for several cycles and is a warrior through and through. He holds a CIB, EIB, Master Parachute wings, made a combat jump and literally wrote the Ranger Handbook. These guys are the real deal and part of the treat in attending a Lion Claws event is hearing the lingo and watching the manner and processes with which they conduct themselves. For me a lot of it was Deja Vu and a trip down memory lane but on many occasions I was completely befuddled and intrigued by the things said. Here are some of the more memorable expressions and words that will help you translate what’s being said or allow you to sound more like a modern warrior.

AAA (Pronounced “triple A.”) Anti Aircraft Artillery Close in anti aircraft equipment often employed against ground targets.

AAR After Action Review. Every mission ends with a debriefing. What went right, what went wrong, best practices and recommendations? Focus is not on fingering pointing but improvement opportunities. “Looking back to look ahead.”

Alpha The phonetic pronunciation for the letter “A”

Alt. Freq Alternate frequency A backup frequency should always be provided and discussed prior to leaving your assembly area.

Ancillary Unit A sub unit (A squad is an ancillary unit of a platoon)

Adjacent Unit A friendly unit operating to your flank.

AO Area of Operations

ARA Air Rocket Artillery

Area Recon A recon usually conducted in a cloverleaf from the objective rally point that would allow the unit to efficiently inspect an entire area.

ATL Assistant Team Leader

Battle Brief Full on operations order for the front line troops with all the details and assignments.

Battle Buddy Your assigned partner. Every player had a battle buddy responsible for always knowing the other guys location and status. The smallest grouping in Ranger school and units is a pair.

Bat Net- The frequency(s) used by the battalion

BDA- Bomb damage assessment

Blue on Blue- Friendly fire incident

BNT- Beginning of nautical twilight time the sun drops behind the horizon

Bravo- The phonetic pronunciation of the letter “B”

Boundary lines- Lines on a map known only to your side that border the outer edges of your assigned AO

Bounding Overwatch- One unit halted and focused on likely enemy locations to provide cover fire if needed while the other unit moves ahead.

Callsigns- Codes that designate various elements for use in radio transmissions.

Catch 22- Anyone who was crazy would be released from a war zone. Any sane person in a war zone would go a little bit crazy therefore no one would be released for being crazy.

Commo check- A communications check (usually for radios prior to departure on a mission)
CEOI Formal signal code book to include authentication tables, callsigns, frequencies, passwords etc.

Charlie Alpha(CA)- Combat Assault

Charlie Mike- Continue the mission.

C4- Plastic Explosives.

Commanders Intent- This is the outcome the commander is looking for. The mission may be to conduct an attack on a hilltop outpost on the enemies left flank but the commanders intent is to disrupt the enemy defensive front and create a diversion. By providing the commanders intent if the formal mission (even if completed) won’t satisfy the commanders intent the unit knows even without orders what to do next. Imagine the unit attacks the hilltop and there is no opposition, they know to press their attack further so as to call attention to themselves.

Company Net- The radio frequency used by the company

Dismounts- Forces on foot.

DZ- Drop zone

E&E- Escape and Evade

ENT- End of Nautical twilight
(Sunrise.)

Exfil- Withdraw from an area (usual indicating by truck or helicopter)

FAC- Forward Air Controller

Far Ambush- A surprise attack not decisive in its violence. When engaged in a far ambush you should take cover and react with caution.

Fart Sack- Sleeping Bag

FNG- F***ing New Guy

Frag Order- A partial heads up on a mission. Type of mission, estimated departure time, special gear with details to follow later. (also known as a Warning Order)

Fast Mover- A fighter bomber

FEBA- The forward edge of the battle area.

Full Battle Rattle- Everyone ready with all the things they’re bringing to the field. (“We’ll have a formation at 0900 and I need everyone in full battle rattle, no exceptions!”

Fire for Effect- Pour it on, continue to shell where you’re firing now.

Golf Tango Charlie- (Go to Cover.) Move into heavy concealment and lay low.

Going to Index- (End) “This operation is going to index at 1400 hours.”

Goofy Grape- Purple smoke grenade.

Hard times- Concrete, virtually unwavering timelines for key events. “Write down the following hard times, 0530 wake up, 0630 Leaders briefing, 0800 Operations Order, 0900 formation in full battle rattle, 0930 Movement to PZ.” Leaders should always work backwards from these hard times and be prepared to delegate in order to accomplish all that needs to take place within the timeline.

HE- High Explosives

H&I Mission- Harass and Interdict Usually referring to artillery or indirect fire missions also applies to roles for ground units on occasion where they don’t want decisive engagements and attack in a seemingly random way.

Hotel Tango- Heavy Team

Hooah- An expression of exuberance or agreement In my day it was an enthusiastic cheer, today it seems most often to be a sign that you understand the instruction. “Your platoon will lead and sweep through the objective. Hooah?” Expected response “Hooah”.

Internal Net- Codes within the unit. Running passwords etc. In our platoon “Razors” were our snipers and “Daggers” referred to our recon elements. This was part of our internal net.

Immediate action- Reactions that are almost instinctive as they have been practiced and rehearsed to the point that no thought is given to the response. Clearing a weapon that has jammed requires immediate action. Responses to a near ambush calls for immediate action.

Immediate Action Drills- Repetitious rehearsal to the point of tedium so an action becomes instinctive when needed.

Lay Dog- Go to cover right after insertion to listen for enemy action before moving out.

LBE - Load Bearing Equipment- Stuff you haul your gear in including your ammo harness and ruck sack

Line of Departure- The point from which you could reasonably expect enemy contact

Lima Charlie (Loud and Clear)- “How do you Lima Charlie? (How well do you hear me) “I read you Lima Charlie” or I read you 8 for 10”

Loach Light- Observation Helicopter

LON- Lay over night position hidden, not defensive in nature

LRRP- Long Rang Recon Patrol

LURPs- Early versions of MREs where you added water to heat them up. Initially issued to Recondo troops

LZ- Landing Zone.

KIA- Killed in Action

McGuire Rig- An attachement below a helicopter that allowed three men to insert in areas too small for a helicopter to land in (An improved version of a STANO rig back in my day)

METT- Mission, Equipment, Time, and terrain. The key things you needed to include in your warning order.

MIA- Missing in Action

Mikes- Phonetic for minutes. “We’re three mikes from objective Panther.”

Mission Emphasis- Order of priority for the various assignments that may be given

Movement to Contact- A mission where a force has no defined objective but is to remain mobile in an effort to engage your opponent.

Movement by Bounds- One unit covering while the other unit sweeps forward on a flank. Usually while under fire.

MRE- Meals Ready to Eat. Also known as Meals Rejected by Ethiopians actually quite good.

NDP- Night Defensive Position or perimeter

Near Ambush- A surprise attack with friendly forces caught in a decisive kill zone. Your reaction should be to unhesitantly turn and assault with aggressive fire. Do not take cover

Newbie- (See FNG)

Numbnuts- Mentally slow, see FNG

NVG- Night Vision Goggles

NVD- Night Vision Devices

Order of Movement- Which unit will lead, which will follow, which will trail Seems obvious but failing to spell this out causes huge amount of confusion even with small sized units.

OP Order- Operations Order Typically consists of full on briefing which highlights the following: Situation, Mission, Execution, Administration and Logistics, Command and Signal Each of those has sequential elements so nothing is left out. For example the situation would include events that lead up to the present, enemy dispositions, friendly elements and weather.

Op Slicks- The code book is usually covered in plastic so Op slicks refers to the unit codes. The codes were numbered and there were lots of them so usually in the briefing they’d emphasize which op slicks would be most likely used. The following op slicks apply: 3, 7, 8, 9, 12, 21, 23, 26, 29, 30 31 & 41. Let’s review them….”

ORP- Objective rally points, designated location near the objective. This is where the unit will gather prior to final deployment and usually collect after the mission is completed prior to moving back to their PZ.

Phase line(s)- Reference boundary(s) on a map known only to your side that should be easily identified like a treeline, road, stream or fence. Things you would cross enroute to or while returning from your objective.

PIG- M-60 machine gun

PLF- Parachute Landing Fall. The proper way to land when parachuting to minimize injury.

Poggey Bait- Unauthorized candy and snacks.

POR- Priority Operational Requirement (What is the key objective for the mission) “The POR for this mission is to render the bridge inoperable for heavy equipment.”

Point Element- The unit that is to lead the formation

PIR- Priority Intelligence Requirement (What is the key intelligence we are seeking.) “The PIR for this mission is to locate the enemy TOC.”

PZ- Papa Zulu, or Pickup zone

Rally Points- Locations designated enroute where the unit can gather if they are separated or make contact and need to fall back and assemble

Real World Caz- Actual injury not simulated casualty

REPEAT- Send more rounds Phrase only used on the radio when requesting continuous fire on a target. You never say on the radio “repeat what you just said.” Or “repeat that last transmission.”

RON- An over night position (Remain Over Night)

RPG- Rocket Propelled Grenade A soviet style anti tank launcher

RPK- Soviet Squad Automatic Weapon Derived from the official designation: Ruchnoi Pulemyot Kegtyaryev (RPKs easier!)

Running Passwords- Things you’d say over and over to identify yourself to friendly forces.

SALUTE- Acronym for effective recon report on enemy sighting. What was the enemies: Size, Activity, Location, Unit (if Known) Time spotted and Equipment.

SAR- A search and rescue mission

SAW- a squad automatic weapon

SITREP- Situation Report

Snivel Gear- Wet weather or cold weather clothing. “I don’t want them in formation with their snivel gear on cause it’s going to get hot later on.”

SOI- Signal Operating Instructions See CEOI, includes op slicks.

SOPs- Standard Operation Procedures. Agreed upon ways your unit does things pre-arranged and expected. “We have an SOP for loading helicopters and crossing roads.”

Shot Out- Indirect has been fired shells are on the way.

Section Eight- Released from the army for being too crazy to stay in. see catch 22.

Tango- Phonetic for the letter “T” often used to refer to the enemy. Be advised you have possible tangos on your 3 o’clock.

Tango Sierra- Tough S**t Too bad, Outta luck. “Im afraid you’re Tango Sierra my friend…”

TAOR- Tactical Area of Responsibility

TOC- Tactical Operation Center

Trailing Element- Final element in an order of movement.

WIA- Wounded in Action

WMD- (Whiskey Mike Delta) Weapon of Mass Destruction

WP- (Willie Pete) White Phospherous Smoke marking round from mortars or artillery.

Your Six- To your rear, behind you. Also might refer to your unit commander. Element leaders are often designated as “the six.” (Rainbow Six)

REMF is retired infantry captain (airborne, ranger and recondo qualified) who first got into airsoft 16 years ago. He now spends his freetime playing airsoft with his son.

Article used with full permission.