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When retrieving the mines, the soldiers start at the reference point and move to B-1, using the azimuth and distances as recorded. They then move from B-1 to the first mine in row B. However, if B-1 is destroyed, they move from the reference point to B-2 using that azimuth and distance. They will have to shoot the back azimuth from B-2 to the last mine. The stakes at A-1, B-1, A-2, and B-2 are necessary because it is safer to find a stake when traversing long distances than to find a live mine. Some rules to remember:

•Measurements are in meters.

•The minimum distance between rows of antitank (AT) mines is 8 meters.

In Korea only, the minimum distance between any row and a row containing AP mines is 15 meters.

•The distance between the start row marker and the first mine in a row is the mine spacing for that row.

•Start and end row markers are permanent markers and must be made of detectable material.

•The spacing between mines is at least 4 meters to prevent sympathetic detonation. There is no maximum distance between mines within the row.

•The minefield must be fenced on all sides if M18A1 AP mines are employed and the minefield will be in place for more than seventy-two hours.

•The minefield has at least one landmark that is located to the rear, never to the extreme side or front.

•AHDs, nonmetallic mines, or low-metallic mines are not used.

POINT MINEFIELDS

Point minefields disorganize enemy forces and hinder their use of key areas. Point minefields are of irregular size and shape and include all types of antitank and antipersonnel mines and antihandling devices. They should be used to add to the effect of existing and reinforcing obstacles, or to rapidly block an enemy counterattack along a flank avenue of approach.

PHONY MINEFIELDS

Phony minefields, used to degrade enemy mobility and preserve friendly mobility, simulate live minefields and deceive the enemy. They are used when lack of time, personnel, or material prevents the use of actual mines. Phony minefields may be used as gaps in live minefields. To be effective, a phony minefield must look like a live minefield, which is accomplished by either burying metallic objects or making the ground look as though objects are buried.

Appendix E

Platoon and Squad Organization

All infantry platoons and units acting as infantry use the same basic doctrinal principles in combat, but some differences exist between organizations. Most units operate from a modified table of organization and equipment (MTOE) based on their organization, mission, and location. Rifle platoons are organized as light infantry, mechanized infantry, infantry, air assault infantry, airborne infantry, or Ranger infantry. The importance of organizing units for combat cannot be overemphasized. All military units, regardless of classification as combat arms, combat support, or combat service support, should have a fighting organization. The enemy doesn’t care what your specialty is; if you are a cook, mechanic, or other noninfantry element, you need to have a fighting battle roster for those times when you will need to defend yourself. The war in Iraq and the war on terrorism in Afghanistan and around the world have proven to us that there is no safe military occupational duty specialty. Every unit needs to have the minimum ability to fight and defend itself as a collective fighting force.

The most common organization is that of the light infantry platoon, and it is the easiest to duplicate with soldiers who are not used to being infantry. It consists of three rifle squads and a platoon headquarters with two machine-gun teams (if available). Each machine-gun team has a gunner and an assistant gunner. The antiarmor weapons are distributed evenly throughout the squads and are usually assigned to more seasoned soldiers.

The most common rifle squad has nine soldiers and fights as two rifle teams. The squad has one squad leader, two rifle team leaders, and (if weapons are available) two automatic riflemen (M249 SAW), two riflemen (M16), and two grenadiers (M203).

ORGANIZING FOR COMBAT

In order to organize your unit as a fighting infantry platoon or fighting force, you have to take a look at and analyze your personnel and equipment. Organize your force based on the number of personnel you have. If you only have thirteen people, you might consider just replicating a large infantry squad with three fire teams (you can also have two larger fire teams) or one infantry squad with a machine gunner and an antiarmor specialist.

Additionally, you have to look at your available weapons and determine who is best at using machine guns or antiarmor weapons if you have them available. Often soldiers are assigned more than one weapon, such as an M16 rifle while also responsible for a crew-served machine gun mounted on the vehicle. Assign someone the duties of machine gunner in the event your element has to dismount and fight. There is no right or wrong way to organize your element; just ensure your personnel know their assigned duties and their assigned weapon system(s). When time presents itself, conduct the necessary individual and unit training that is most critical to your survival in the event you get into a firefight.

DUTIES AND RESPONSIBILITIES

The rifle squad leader is responsible for the squad. He is a tactical leader and leads by example. He controls his squad’s movement, rate, and distribution of fire. He controls two fire teams in the offense; selects each fighting position in the defense; and gives the commands and signals to commence, cease, and shift fires. He briefs the squad on orders, trains the squad, manages the squad’s administrative and logistical needs, is responsible for accountability and maintenance of personnel and equipment, and keeps the squad fit to fight.

The team leader controls the movement and fires of the fire team. He assists the squad leader in tactical control of the squad and in training team members on individual and collective tasks and battle drills. The team leader sends reports as requested to the squad leader when his team makes contact. The team leader controls fire and distribution for his team by designating and marking targets.

The grenadier is equipped with an M203 weapon system consisting of an M4/M16 rifle and an attached 40mm grenade launcher. The M203 allows him to fire high-explosive rounds to suppress and destroy enemy infantry and lightly armored vehicles. He also can employ smoke to screen and cover his squad’s movement, fire, and maneuver. During night and adverse weather conditions, the grenadier also may employ illumination rounds to increase his squad’s visibility and mark enemy or friendly positions. The grenadier provides the fire team with an indirect-fire capability out to 350 meters.

The automatic rifleman’s primary weapon is the M249 squad automatic weapon (SAW). Each infantry squad has two automatic weapons. The M249 provides the squad with a high volume of sustained long-range suppressive and lethal fires far beyond the range of the M16/M4 rifle. The gunner employs the SAW to suppress enemy infantry and bunkers, to destroy enemy automatic rifle and antitank (AT) teams, and to enable other teams and squads to maneuver. If a unit does not have a SAW, the next best thing is to designate the automatic riflemen in the squad and have them use the burst mode on their rifles to accomplish rapid fire.

The rifleman is armed with an M4 or M16A2 5.56mm rifle. He is employed at the direction of the team leader.

The antiarmor specialist is equipped with the Javelin AT missile system, M47 Dragon, or even the M136 AT-4. The available AT weapon system destroys enemy armor threats that may impede the platoon’s or unit’s progress, or it can be employed to destroy other targets of opportunity. The Javelin provides the squads, platoon, and company with a lethal, fire-and-forget, man-portable, top-attack antiarmor capability to defeat enemy main battle tanks during day, night, and adverse weather conditions at ranges up to 2,000 meters.