Numonics Flashcards

(60 cards)

1
Q

Principles of battle procedure
(Cake)

A

Concurrent activity
Anticipation at all levels
Knowledge of the grouping system
Efficient drills

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2
Q

NATO sequence of orders
(Pink sergeant major enjoys sucking cock)

A

P-Prelims
S-Situation
M-Mission
E-Execution
S-Service support
C-Command and sigs

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3
Q

Principles of a warning order
(Spotoca)

A

S- situation
P- probable mission
O- own main effort
T- timings
O- O group
C- Command and sigs
A- Acknowledgment

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4
Q

6 section battle drills

A

Preparation
React to enemy fire
Enemy location
Suppress the enemy
Assault enemy position
Re-org

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5
Q

Aim of battle procedure

A

To launch a frontline marine into battle with the minimum of fuss knowing what he has to do, how he is going to do it and what fire support he has.

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6
Q

Principles of battle prep

A

Protection
Ammunition
Weapon
Personal cam
Equipment
Radio
Specialist equipment
Orders

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7
Q

Principles of defence

(DAMSOD)

A

Depth
All round defence
Mutual support
Strike force/reserves
Offensive spirit
Deception

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8
Q

Composition of an ambush

A

Killing group
Cut offs
Rear protection

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9
Q

Principles of an ambush
(SBSMUGSRPC)

A

Sound intelligence
Battle discipline
Security
Maximum use of fire power
Use of indirect fire
Good control
Simple plan for springing ambush
Recces and rehearsals
Planning and prep
Cut offs

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10
Q

Op battle procedure

(PMRORE)

A

Planning & preparation
Move to FRV
Reconnaissance
Occupation of the position
Routine & operation
Extraction/withdrawal

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11
Q

An op must have the following
(Coc)

A

Comms
Observation on the target
Concealment

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12
Q

And op should have the following

(Cocoad)

A

Cover from fire & view
Observation of all likely approach routes
Covered approach routes and exits
Observation arc as wide as possible
Alternative position
Defendable

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13
Q

An LUP must have the following

A

Comms
Concealment

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14
Q

Types of op

A

Surface
Sub surface
Partially dug in

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15
Q

Enemy group report
(Salute)

A

Size
Activity
Location
Unite/uniform
Time
Equipment

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16
Q

Individual report
(A-H)

A

Age
Build
Clothing
Distinguishing features
Elevation
Facial features
Gate
Hair
Sex

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17
Q

Weapons report
(Tacs)

A

Type
Ammunition
Carriage
Sights

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18
Q

Vehicle report
(Scrim)

A

Size
Colour
Registration
Identifying marks
Make/model

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19
Q

Elements of a good firing position
(MBN)

A

Muscular relaxation
Bone support
Natural alignment to the target

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20
Q

Factors of a good firing position

A

Left hand, left elbow and legs
Position of the butt
Right elbow, right hand
Spot weld/cheek position and eye relief
Relaxation
Breathing

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21
Q

Factors effecting the application of fire

(Flapwiw)

A

Firing position
Light (lights up sights up)
Attachments
Positional support
Wind
Inefficient zero
Wet and oily ammo

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22
Q

Wind- factors effecting the application of fire
(DSR)

A

Direction of the wind
Strengths of the wind
range to the target

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23
Q

Considerations when stalking

(REDSOAP)

A

Risks taken early
Enemy location
Disturbance to wildlife
Sense of direction
Observation
Alertness
Personal camouflage

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24
Q

Tasks of an OP

A

Cover gaps in defence
Early warning system
Gain Intel
Bring down/adjust fire

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25
Principles to obtain good comms (VLAMPS)
Vertically polarised Line of sight avoid screening Movement may clear dead spaces Position of antenna Safety
26
Why things seem closer
Good light Sun behind observer Object bigger than surroundings Dead ground between Uphill obs
27
DST How do you workout 3kph
Remove the decimal Double it Convert to minutes
28
DST How do you workout your time if you’re going 4kph?
Remove the decimal Half it Add together Convert to minutes
29
DST How to you workout your time if you’re going 5kph?
Remove the decimal Divide by 5 Add together Convert to minutes
30
DST How to you work out your time if you’re going 6kph?
Remove the decimal Convert to minutes
31
Relating map to ground (DDCRAPS)
Direction Distance Conventional signs Relief Alignment Proximity Shape
32
Principles of survival
Size up the situation Undue haste makes waste Remember where you are Vanquish fear Improvise Value life Act like to locals Learn the basics
33
Aids to judging distance
Section avg LRF key ranges Bracketing Halving Ranging fire
34
Principles of CQB
Speed Surprise Violence of action
35
Fundamentals of CQB
Dominate the enclosure Eliminate all threats Control all occupants Search the dead Search the room Search the living Sitrep Extract
36
5 step method of entry
Clear doorway Clear immediate area Clear your corner Sweep your arc of fire Establish a dominant position
37
Types of harbour
Triangular T-shape Linear
38
10 factors to consider when selection a rout
Ploughed fields Wildlife Camouflage Actions on Movement Directional change Roads and tracks Advantage of noise Steep slopes Silhouette
39
List 3 factors you should consider before a stalk
Enemy location Line of advance FFP
40
Snipers priority list (6)
1-Enemy snipers 2-AFV or FSG crews 3-helos at the hover 4-HVTs/officers 5-RO’s/runners 6-exposed mission essential kit
41
Air photo title strip info (8)
-DTG -Service -Photo number -Sortie number -Aircraft height -Security -Who was it -Focal length
42
Types of hides
-belly/bush hide (up to 24hrs) -subsurface (up to 72hrs) -semi permanent (72+hrs)
43
Tasks of an urban op
-local reactions of friendly forces -monitor O groups -call in QRF -reactive
44
STAP (defence engagement)
-sniper -target -aquision -plan
45
RIBIN (what you can use air phots for)
R-recce I-intelligence B-briefing I- ID targets N-nav
46
Ridactr (spotter to shooter dialogue)
R-Range I-indication D-deflection A-aiming marks C-confirmation T-timing R-report
47
Tasks of a recce
C-collect topographic info L-locate enemy positions O-obtain info on enemy equipment C-check own mines/wires T-to conduct CBRN patrols
48
Mirage
B-boiling 2-4mph D-drifting 5-7mph R- running 8-11mph R-Racing 12mph+
49
Elcan field of view
Hmnvs field of view- 710mils 6x acog field of view- 59mils
50
Index contour thick brown line
Every 50m
51
Snipers mission
Find, fix, finish c2. Provide long range precision fire day and night in all phases of war and direct fires
52
Cages
C- channeling A- aiming markers G-ground E-environment S-signs
53
Ground sign
R-regularity F-flattening T-transfer C-colour change D-discardables D-disturbance
54
5 things to an IED
-power -initiator -container -switch -charge
55
Types of bombs
UXO ERW Home made
56
Types of sign
Top sign Bottom sign
57
Parts of a foot print
-initial/main strike -foot roll -terminal point
58
General rules for alterations
Never adjust on first shot Never adjust on bad shot Never adjust within your ESA Two shots apart but not central on the target (make 50% adjustment)
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