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Tactics, Techniques and Procedures

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Old March 8th, 2010, 14:03   #61
Danke
 
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You raise a good point Mr S; what to do when comms are out.

You can send a runner to HQ with the report.

You can blow a whistle, 3 tweets could mean the enemy is massing to attack. Of course you have to bug out after that sort of very overt message.

You should have a radio of course, but what if someone on the team has left their VOX on? Then you shift up or down to the alternate frequency.

You can lay a long piece of wire or paracord to HQ and yank it when it's time to give the signal.
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Old March 8th, 2010, 14:06   #62
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You can blow a whistle, 3 tweets could mean the enemy is massing to attack.
Three blasts of a whistle is generally considered distress/emergency.
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Old March 8th, 2010, 14:18   #63
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I guess the issue becomes what are we working with in these tips, game tactics or real world situations. In game I wouldn't worry too much about adapting a distress call as a signal. One or two blasts can be missed.

For anyone who is worried about this sort of cirmcumstance "crying wolf" you could keep blowing till things get too hot and then you bug out.
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Old March 8th, 2010, 20:14   #64
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This set up really only works for an organized event/milsim as that would be the only workable game to make a Recce worth it as a lot of other short games/scrims are to quick to make it worthwhile.

If you have a 4 man det and you send 1 pers as a runner you just lost 25% of your firepower incase things go bad. An now you have a liability as his movement could alert the enemy and let them know that theres dudes in the area. And if he's pretty much SOL if he gets caught. He "dies" and your message ain't passed.

If you have an organized game with lots of guys with radios this would work.

CP - A radio for each "Platoon" freq/ch or how ever your organized. And another radio set for the Recce Freq/Ch. And have 1-2 Alt freq/ch.

Recce Det would have 1-2 Radios

The Recce and "Platoons" would also have each other's freq/ch if they need to talk directly to each other, ie link ups, etc


If no radios and there is time for the Recce to move up, do their thing and move back.. well have the Recce do just that move ahead, record everything they see and go back to their lines and pass on the info.
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Old March 9th, 2010, 23:29   #65
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I guess the issue becomes what are we working with in these tips, game tactics or real world situations. In game I wouldn't worry too much about adapting a distress call as a signal. One or two blasts can be missed.

For anyone who is worried about this sort of cirmcumstance "crying wolf" you could keep blowing till things get too hot and then you bug out.
I'm not even talking about 'real world situations' both Claybank 2010: Mason Relic II and Op: Unfinished Business are using the three blasts as the emergency signal. So, it's certainly used in larger games. If you train and use three blasts in small games, odds are that's what you're going to use in the moment in a large game... and depending on the rules, you may have just stopped the game or have a bunch of admin converging on your position.

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Old March 10th, 2010, 00:13   #66
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Well if there's one that a Recce element has to be is flexible. If you have to change one signal, or a radio freq because the admins have reserved it you better be ablle to adapt otherwise you'll sitting around carping about how you've always done it one way and the next minute you're being overrun.

And a Mr S above has noted this element has limited use in a normal game. The situation is so fluid, so tied to a small area and you have such a short period of time to act in that your recce teams will have limited to no use.

It's best to work a recce element with a second tasking, snipers, blocking force or some other task also besides sneak and peek. You really need a scenario that's almost tailored to thoughfull play vs the typical recce by death of a short skirmish.
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