apd tactical workbook

23
Altis Police Department Advanced Tactics Workbook

Upload: deanoapd

Post on 18-Apr-2017

221 views

Category:

Documents


1 download

TRANSCRIPT

Altis Police Department            

Advanced Tactics Workbook 

1. Building Engagements

1.1. Areas of responsibility An important aspect of room combat is the use of areas of responsibility, or individual AORs. By dividing a room into pie like sections, the room can be cleared far faster than when all operators try to cover all areas at the same time. If there are 2 operators in the room they each have 50% of the room. But if space allows and there are 4 operators the only have 25% of the room each.

Some teams use the technique of pre-designating which way each man will move after entering a room. For example. First man takes left, the second right, or vice a versa. When using a doorway as the point of entry, the path of least resistance is determined initially based on the way the door opens; if the door opens inward he plans to move away from the hinges. If the door opens outward, he plans to move toward the hinged side. Upon entering, the size of the room, enemy situation, and furniture or other obstacles that hinder or channel movement become factors that influence the number 1 man's direction of movement. The point of using this technique is to get the first man into the room as quickly as possible to allow him to clear the fatal funnel quickly and allow the rest of the team to make a smoother entry rather than keep them bogged up at the fatal funnel.

Another method is to allow the first man to pick his direction based on immediate threat. The partner then takes the opposite side of the room. This can only be done once the assault has been initiated. The only time a shooter will cross shoot into his partner's sector, is when that shooter has cleared his side of the AO and is needed to support the other shooter. A shooter may also cross shoot when his partner's primary weapon malfunctions in the face of imminent danger.

1.2. The Fatal Funnel  

  The fatal funnel is an area in which you are the most visible to an enemy when breaching a room. It is vital to stay out of this area as much as possible and when breaching a room to move through the zone as quickly as possible.   

2. Entry Techniques

2.1. Modified Entry

Description: The room-entry technique for use when operators must enter the doorway from the same side for example: If breaching is required. The "modified" incorporates a combination action of the "crisscross" and the "buttonhook" entry techniques. It is performed with one operator traversing across the entry point (fatal funnel) to an inside doorway position opposite from the outside door facing where the movement began. The other operator executes a buttonhook maneuver inside the same-side door facing from his or her original position, or vice a versa.

Pros: -It is a good way to move as a team, it will be more fluent especially if there are many operators that are going into the room. Cons: -Not as quick as some other dynamic methods -It takes practice to make the team move at the same time

  

2.2. Crossover / Crisscross

Description: A room-assault technique in which each operator makes entry by rapidly crossing through the doorway (well out of the fatal funnel) to a position inside, and opposite of where the operator began his entry.

Pros: -Each operator can see a big part of his AOR before he enters the room. Cons: -It takes much practice to time the movement so that it is fast but the operators don’t bump in to each other. -The operators can be exposed for crossfire from each others weapons.

2.3. Pie-Slice Technique

Description: A maneuvering procedure that allows the gradual observation around a corner/into a room where a perpetrator might be hiding in ambush. This technique permits the slow, cautious viewing of an uncleared area involving an angular obstruction while maintaining a margin of safety for the operator.

Pros: -The operator has a chance of moving undetected round the corner Cons: -It is a very slow technique. -There is no guarantee that the operator will see the opponent first. The best to hope for is 50/50. -Requires the operator to pass through the fatal funnel.

2.4. Limited Penetration

Description: Limited penetration is another technique that can be used where operators don't initially enter the room. This technique uses the Pie-Slice Technique. Each operator is, positioned on either side of the door frame, then they pie around the door frame, into the door opening (fatal funnel) to engage and neutralize any threats that may be present in the room. This tactic is often utilized when there is a high probability that a threat does exist inside. The limited penetration method exposes only a very small portion of the officer' s head and upper body to the

potential threat.

Pros: -Operators have cover/concealment. -Can initially clear majority of the room without entering. Cons: -Team is compromised after performing limited penetration. -The unit still have to enter the room. -Initially can only employ two operators.

2.5. Israeli Limited

Description: This type of entry is slower, but safer for less experienced or less aggressive entry teams. Operator 1 and 2 take up positions of cover on either side of the opening and scan the room for danger. Engagement is done from cover/concealment. As soon the visible threats are neutralised the two operators quickly move up to the door and aggressively button hook their corner, only exposing a little part of their body, and clearing the hard corners.

Position 1

Position 2 Pros: - The team clears most of the room without entering. Cons: -It takes much practice to time the movement so that it is fast but the operators don’t bump in to each other. -The operators can be exposed to crossfire from each others weapons. -Team is compromised after opening the door with out entering.

3. Hallway Techniques

This technique can be used if moving down a hallway

Description: The serpentine formation is a relative of the diamond formation. This formation should be considered when traveling through a narrow hallway. The Diamond can be "tight" or "open".

3.1. High-Lowe

Description: A two-man dual protective cover technique in which one operator is standing upright and directly behind a second operator who is in a crouched position. This clearing procedure allows firearms coverage in either moving or stationary positions with the operators weapons focused simultaneously upon one point or area. The team should then return to the regular hallway formations until the next obstacle is reached.

Pros: -This is a very fast technique to clear a corner. - If there is a threat he is forced to shoot at one of the operators. He can’t engage both at the same time, this hesitation allows the operators to retaliate Cons: -It takes practice to make the team move at the same time This technique is also used when a team need to clear a T-intersection.

  

3.2. Man Leap Frog

This technique can be used if a small element is moving down a hallway

Description: Four operators stop at the door. No. 1 is looking down the corridor scanning for threats until no. 4 moves up and takes control of the hallway view. Then no. 1 turns and focus on the door. No. 1 and 2 make entry. No. 3 stands close to the door opening so he can cover the hallway but also move into the room if required. No. 4 always remains covering down the hallway. If the 3 breaching operators are taken out No.4 has exit route covered until reinforcements/extraction is decided. When the room is cleared, no, 3 and 4 move in the doorway and the two operators in the room will fall in, and the train will move to the next door. If the door is closed and needs to be breached, operator 3 and 4 will move to the opposite side of the threshold. No. 1 and 2 are stacked for entry. No. 3 breaches the door and provides cover

No. 4 secures the hallway.

3.3. Room By Room

Description: Minimum team size is 5. The clearing element enters the objective clearing systematically one room at a time before moving to the next room. The size and layout of the structure may allow a 5-man team to clear more than one room at a time. The larger the clearing team the faster the objective will be cleared. Room by room may be done deliberate or dynamic.

    

4. Patrols ­ Foot Patrols, Formations ­ Vehicle Formations, Use of Vehicles for Tactical Cover  

5. Mobile Checkpoint Formations When setting up a mobile checkpoint it is important to keep in mind the following points:  ­ Visibility of Checkpoint ­ Unavoidable Barrier ­ Paths that may be taken by evaders ­ Pursuit Team and Officer layout  

5.1. Visibility of Checkpoint When making a mobile checkpoint it must be visible that it is a checkpoint and that your intentions are for people to stop. This stops people from coming up too quickly and crashing and also removes the excuse that they didn't know it was a checkpoint. It is therefore common sense to not set up a checkpoint on a blind corner.  

5.2. Unavoidable Barrier The layout of a mobile checkpoint is very important, too few obstacles and it’ll be easy to bypass/run through while too many obstacles can cause headaches when allowing larger vehicles through and can greatly affect the flow of a checkpoint. The most popular method is a three car method laid out like so..

 Another popular method is the layout as above but with the added implementation of spike strips. If the area the checkpoint is implemented in has open space behind the cars then a spike strip may need to be placed at the back of the vehicles.   Another method is to bring the central car more inward (while still leaving plenty of space for cars to pass through) and create a gap at the back of the car which seems passable for anyone trying to run through the checkpoint. By doing this you create a “bait hole” that many suspects will fall victim to.  

5.3. Paths that may be taken by evaders Whenever you setup a mobile checkpoint you should scout the surrounding area for ways that people are likely to try to evade the checkpoint, whether that be roads or going offroad, and try to set up cover accordingly. Keep in mind that one side of your checkpoint is more likely to have suspects that will evade than the other depending on locations of processing and illegal areas.  

5.4. Officer Layout and Pursuit Teams  The standard layout for the checkpoint should be the same as the modular taught Checkpoint 1 Layout, however I would suggest more officers be present as being out in the field can be alot more dangerous and the potential for armed suspects and gang convoys is much greater. When doing a mobile checkpoint it is advised that the officers not advising the civilians of their rights remain with their lethal weapons available while the advising officers should remain with tasers available as much as possible. It is also good practice to have some officers in a higher up overwatching position such as on the top floor of a building or looking over a balcony, by doing this it allows a better overview of the area and it also makes it unlikely that a suspect will take out an officer without another unit having a clear shot on them.  If there is enough officers to sufficiently man the checkpoint alongside a pursuit team then this is the most effective way to run a checkpoint, most people who evade the checkpoint probably have an illegal reason for doing so and a pursuit team is really the only way to catch the suspects if there are no other units nearby.   There are two ways in which a pursuit team can be laid out. The static method, where the team are positioned alongside the checkpoint team and pursue when an evasion occurs. Alternatively a new dynamic method can be used depending upon the geolocation, the pursuit team are instead positioned in an overwatch position away from the checkpoint team and act more as 

interceptors than pursuers. An example has been offered below.

  The interceptor is particularly useful if there are multiple routes for evasion or clear shots on evading vehicle tyres are not easily visible from the checkpoint location. For example a checkpoint in Paros will be surrounded by buildings, anyone coming down the road from the north can easily pass around these buildings and not be disabled.     

6. Open Area / Town Engagements

 This chapter is based around when you get ambushed, or when you're moving into an area with the suspect pinned down.  

6.1. - Flanking Maneuvers This involves engagements with enemies who are entrenched in a position that they are likely to defend or there is enough cover for one player to suppress while another flanks. When entering into an engagement it is firstly important to ascertain where as many suspects are as possible and maintain a visual on them, or call out accurate movement locations (See Comms and Info Relay) should they not entrench a position. If it is believed that an officer can safely push up on the suspects for a better visual/chance to engage then a flanking maneuver is the quickest method of doing so. Before beginning your flanking maneuver it is important to see what sort of cover is between you and the suspect along your ENTIRE flanking path. Theres no point pushing along a building line only to be confronted with a run across a very open field. Things such as bushes and trees can provide good visual cover as well as dips in hills. Cover alone will sometimes allow you to get the jump on an enemy, however cover with suppressive fire is a sure way to catch your suspect.    

6.2. - Perimeter Formations Primarily this is based around the bank, however you can add examples of other places such as goldsmiths. Ideally at the bank you want at least 3 teams -Overwatch- Sniper team who can recon the area before the engagement begins, spot enemy locations. Ideally this team is in control of the police force during the situation as they have the best overall visual of the situation. -Breach Team- Close quarters team, theres no rules saying that they have to breach the bank, a good tactic i find is for the breach team to surround the bank (assuming the surrounding area is clear of snipers) and force the enemies to make their move. Most times when an enemy leaves the bank to engage the breach team his only

cover is the outer walls of the bank, in which case he becomes an open target for the overwatch and town teams. Use breach team to disable getaway vehicles. -Town Team- This team start from the west of the bank and move through accordingly, if the Overwatch team has spotted activity in the town this team will sweep and clear accordingly. The most effective Town teams i have seen sweep the town and then post up firstly at the graveyard area, and if theres enough people then the house next to the construction yard at the bank. These areas aren't easily fired upon by people inside the bank without them being exposed however they aren’t completely safe as when the bank robbery is complete these are the first areas the robbers will be running too. The second method of dealing with a bank robbery is to set up at the laundry places. When doing this you want your teams to be as hidden as possible, with vehicles being hidden inside buildings if not impounded. This tactic is hardly used at the minute by the police and its a way to catch robbers completely by surprise. Theres also the potential for a good bit of money to be earned depending on when you decide to kill them!

7. Advanced Communications and Information Relay

 The aim of this chapter is to make people understand how important comms are in general and in a situation. General comms are pretty obvious, although not to some people, ONLY USE GROUP FOR EMERGENCIES. The most effective general method of comms is group for emergencies, be in teamspeak groups with the people you're with. I know this stuff is blindingly obvious and you might wonder why we need to put it in but I’m sure you’ve all heard the conversations occurring over group. Situation comms are slightly altered. The layout is as follows Situation Leader - Relays information to all officers via group such as where to set up, when to move in etc. They’ll call out suspect locations as best as possible (location, movement, bearings etc) so all teams have a picture of the situation. Fireteam Leader - Chosen by the Situation leader, these are people in the teamspeak channels with good experience and leadership qualities if possible (Ideally the senior officer idea will be implemented with this). Fireteam leaders are the go between, they call out VITAL information to the situation leader on group otherwise all comms are within teamspeak where they can relay target information and other related call outs to themselves. By doing it this way it leaves as much game sound free as possible so shots/movements can be heard. Within the teamspeak channels again only vital information will be relayed as much as possible but there will inevitably be more radio chatter among the group. We also need to revise our callout system, things such as “Theres a guy on the top floor of the bank in the room on the far left” can cause all kinds of confusion. Instead if we can get comms to apply in a more specific sense such as “Theres a suspect running out the east side of the bank”, this allows for everyone to locate them based upon their position, East is east no matter which side of the bank you’re on whereas left and right are relative to your visual. Bearing callouts are also extremely useful if you have multiple teams but need to draw everyone's attention to a specific area.  

7.1. To call out a position to your fire-team:  Ifrit - 265 degrees NW - 250m. [Action] By using this method you can quickly and clearly draw your teams attention, allowing them to see the target and range in as fast as possible, bear in mind however that this method only works for people facing the same direction roughly as yourself. Action commands are particularly useful to give at to avoid miscommunication or giving away of position too early. Action commands can include but are not limited too: - [Hold Fire] - Your team have a visual on the suspect but may want to wait before engaging to see what the suspects next move is. - [Engage] - The suspect is a threat to your team and needs be taken down as soon as possible, deadly force is authorised - [Track] - Assign a member of your team to track the suspects movements from your position, particularly useful if you have visuals on multiple suspects. - [Mark on Map] - Mark this suspects location on the map as accurately as possible allowing other officers in the situation to be aware even with no visual.  

7.2. To call out a position to your situation leader using a landmark & compass Points:  Sometimes during a situation your fireteam may be facing the opposite direction to the situation leader, say for example the situation leader is on the windmill hills at the bank and your fire-team is advancing from the town. You can use the bank as a landmark and quickly give information based upon THE WAY THEY ARE FACING so if someone is running from the east of the bank from your position they are actually moving west from your situation leaders point of view. If you can calculate this quickly and efficiently it may be the difference between a clear shot or a clear escape.  

7.3. To call out a position to your situation leader blind - Compass Bearing:  Sometimes during a situation your fireteam may be facing a different direction to the situation leader, say for example the situation leader is raiding the heroin processors from the south side and your approaching from the North East side. You spot a suspect and he is escaping to the North West. The easiest way is to open your compass and relay the movement as if you were approaching from the side your leader is approaching from, giving an accurate bearing position to the best of your abilities.