zephyr S-Rank Ninja


Posts: 20 Join date: 2007-09-24
 | Subject: Interdiction Wed Sep 26, 2007 10:45 pm | |
| Another great form of bait is the use of an Interdiction Rifleman...which is very adaptable to airsoft...
The technique is a combat multiplier if used correctly. The term "Interdiction" militarily in laymans terms is to prevent, stop, or change the plans of an attacker, or attacking force. Understand your first mission is just that, not to inflict casualities.
SCREENING MISSION: Your unit is set in a defensive position expecting an attack along a given route. After terrain analysis you determine the best "kill zone" and then plan to route the enemy into this area. After setting a return plan with your unit, you set out to "Interdict" the advancing unit. You see the lead element of the advancing enemy and determine that their route of advance is not where you want it. You then maneuver yourself between the advancing enemy and your unit. You find a good concealed position and at long range lob 1 round into the advancing unit, ensuring your round is seen or felt by one of the enemy. This will stop them and make them deploy. Then lob another round at who you perceive to be the leader, this will build "motivation" to find you; and now you have destroyed their original plan. At a given point, "accidentally" expose yourself and begin moving toward your pre-planned "kill zone", the enemy will begin pursuit. Again, from long range, lob rounds to "keep their interest" and keep moving. Once you are close to your "kill zone" stop shooting, run through your covered and concealed unit, wait in ambush...and once the enemy enters the "kill zone"....mission accomplished.
PYSCHOLOGICAL MISSION: This technique is used to "demoralize" your enemy more than to inflict casualities. Again in support of your unit's mission you find the possible advance routes of the enemy. You then, from a concealed position, cover this route. If and when the enemy is seen at range, lob a round their direction and scoot, this will again disorganize their unit and change their plan. Take a 90degree tangent to their movement and again lob a round, this will change their direction again, repeat as long as tactically possible till you can coordinate with your unit to engage the now disorganized enemy. The enemy will now be "PO'd" and will do whatever you lead them too. Their attitude overwhelming tactical sense. Again your mission is not to inflict casualities but to "interdict" their plan. You must have the ability to move fast and use good terrain analysis to pre-plan your firing positions on the run. The skill here is to prove to the enemy that he is never invulnerable, and can be hit from anywhere. It is your mission to keep him off his plan, and to fall into yours. Remember, speed, stealth, and good tactical planning are the keys, your mission is not to inflict casualities, "Interdict" CHANGE THEIR PLAN TO FIT WITHIN YOURS.
HOW TO DO IT RIGHT: In order to understand the mission and skills needed maybe a little background would help. An Interdiction Rifleman is used in support of small units (platoons and squads) his primary mission is to support that unit's mission. In my day I was armed with a XM-21 Sniper System (M14 mounted with a 8X Redfield) and I traveled within the platoon or squad formations until needed. Normally I would fight within that formation. Once a tactical situation developed where support was needed I would back off the line, and do a map and terrain analisis. Again my primary mission was to Interdict, not to inflict casualities. I would move fast to get out in FRONT and used speed over camoflauge. No tangle gear, just a Lightfighter. I would engage targets at 800meters plus where the chance of a hit was negligable but the desired effect was maximized. A single round coming from nowhere would have the desired effect of slowing and or changing their plan. And once they came closer, the effect of individually spaced rounds would continue to distract the enemy from their mission. Once they were close enough for the main unit to engage, I would join them using the semi auti mode. The main unit had M16's whereas I had a M14 and the loud report of the weapon was then used as a pyschological weapon. The loud report of the weapon and the lob range gave the desired effect, and when the enemy did finally get within range, the weapon was then fired in semi in support of the main unit... again the loud report adding to the pyschological effect. You must get away from the slow, overburdened, Ghillie suit mentality to fight this way. Speed, terrain, cover and concealment are the difference, you fight with your unit, in support of your unit, you do not fight as a loner, you accomplish your mission with and using your unit as the firepower base, you just guide the targets to them. Using your weapon as required, single shots on your mission and at range to INTERDICT not to inflict casualties, and only use semi if compromised or within your main formation. Make it LOUD, you want to be heard.
SKILL TRAINING: The first skill to master is terrain. You must understand the terrain, the foliage(trees and ground cover), the hills, ridges, cuts, streambeds, etc. This is your primary concern while moving, placing terrain features that mask your movement between you and your enemy. Before the games arrive early and do a field walkabout recon, make yourself a map if possible, just scribble some features on some paper, make notes on where prominant features are and then place map in a plastic file folder so you can use a grease pencil during games to highlite your plan for that game. Map recons are the real way since in combat you cannot usually "walk the field" without getting shot at. Also terrain will dictate your weapon employment during engagements, identifying "fire lanes" and avenues of approach that need to be covered. Idendify Clear fields of fire extending out to your markers maximum "lob" range (40-90meters) understand your rounds will not break on soft targets unless you get lucky and hit a hard part, the mission here is to get them to notice the incoming round, you aim at the bunker, tree, whatever they will notice or hear, a round thuding against a metal or plywood bunker side makes quite a sound. As you move foward you pick your fall back positions based on your plan to use your team as the primary base of fire. Speed over camoflauge, terrain will also dictate your equipment, limit tangle gear (remote hoses, excess gear, GHILLIE SUITS, etc) you cannot afford to get hung up while you are moving back, you got to get out of sight as fast as posible, making a small a trail as possible and not disturbing the surrounding foliage.
POSITIONS: The selection of positions is the second most important skill. The position you pick must be "concealed" from your target area, a quick easy masked egress route to your fall back position, and with good fields of fire. I prefere a masked position with a prominant terrain feature between myself and the target area. I use large trees with good ground foliage surrounding it, and if possible a depression to limit my exposure and to give me a covered egress route. In more open terrain I pick the best concealed position and give false paths and misdirection when I displace. After I engage I displace and then take tangents to their movement route to my PREPLANNED fall back position and re-engage at a direction the enemy will not expect. Again picking a concealed position and engaging at the maximum range posible, and repeating. You must get them in the "attitude" to make mistakes as you lead them back to your main unit. You are not responsible for producing casualities, you are responsible for getting them off their plan and fitting into your teams plan.
(I took this from another source.) |
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