Chapter 13. Special Operations
Chapter 13. Special Operations

Tactical Use of Smoke

Most players do not understand the proper apPLIcation of a smoke grenade. Many deride its use because they have never seen it properly employed and have never seen how a successful use of smoke can change the tide of a battle. This can work in the PLI’s favor by presenting players an enemy action they have never defended against. Consider your own amazement if ten or fifteen 75000 CU foot smoke grenades went off simultaneously on front of you. There may on be ten or fifteen attackers, but it will look like an army.
Smoke is used to obscure the view of our opponent, screen our movement, or trick the opposition.

Uses of Smoke:

1. Obscurant: The enemy cannot see you.
2. Screening: Hiding movement (see Obscurant above).
3. Deception: Using smoke to make the enemy think you are up to something.

The big scenario game is the perfect medium for the proper use of smoke. With a little coordination, the PLI can succeed in using smoke simply because the enemy will have no idea how to respond.

Conditions Affecting Smoke
There are several conditions that affect smoke. First and foremost is the direction of the wind. When deploying smoke you must insure that the wind will move the smoke into the area where you want it to go. The wind speed will determine where the smoke goes and how quickly the screen disappears. It is necessary to tailor the use of the smoke to the wind conditions.
Thickness of vegetation also affects the employment of smoke. In thick bush, the smoke will linger longer. The heavier the vegetation, the longer the smoke will stick around. Note that a lack of vegetation will also affect how long the smoke sticks around. Open fields tend to have more wind. The tactics and use must be tailored to the vegetation. Vegetation can also greatly affect how far you can throw a smoke grenade.
The ground will also greatly affect the employment of smoke. Smoke is heavier than air and will gather in valleys and low areas. It will also gather in ditches, valleys, and depression in the ground. Smoke will not go uphill. It will tend to go around hills.

Offensive Use of Smoke
Once you understand how smoke will work, it is time to employ it properly. For obscuring, tricking, and screening smoke must be correctly employed. Smoke will allow you to bring cover with you. Since using vegetation can often screen movement, we must consider smoke to be a last option when moving. If an alternate route of travel will hide you just as effectively, use it. In addition to being an offensive tool, smoke tells the enemy you are up to something and obscures your view of the enemy just as much as it obscures theirs of you.
One last use of smoke would be to employ it in such a way as to force a player out of a position. This could be very effective against an enemy player who is fortified in a bunker. The trick will be to get the grenade close enough to affect the player. Some fields may forbid this use of smoke.

Defending Against Smoke
The best defense against the use of smoke is to fire into it. Most of the enemy we will engage in a scenario game will simply use smoke as a prelude to an assault. PAW fire should be held until the enemy can be seen. You must be aware that the enemy is up to something when you see smoke.

Smoke Safety
Smoke devices do not only generate smoke, they generate heat. When using smoke, players must consider the fire hazard. Some fields may not allow smoke due to dry conditions or house rules. As always, the PLI will follow field rules. Some fields may allow referees to place smoke for a team in a safe area.
Never pick up a smoke device that is discharging smoke. They can cause severe burns. The best way to move a smoke if you have to is to kick it. Also try to avoid breathing smoke. It is non-toxic, but can cause temporary respiratory problems.





















Position Assault

When a unit is ordered to assault a fixed position against heavy odds, we must assume that massive casualties will occur. With this in mind, commanders should refrain from wasting their men carelessly. Frontal position assault must be the attack of last resort.

Principles of Position Assault
1. Unit must find the last safe cover in front of the defenders as close as possible to the objective. Usually within 30 to 50 yards depending on ground cover.
2. Members should use the Whiskey (Bounding Overwatch) to get in position.
3. The commander should have a signal to start the assault.
4. SAW gunners should provide cover fire on full auto.
5. At the command Charlie Foxtrot or the signal to assault as assigned by the commander, every man not assigned to close fire support (SAW gunners) shall rise and charge the enemy position, firing as they go.
6. Whenever possible, the assault should be proceeded by a smoke grenade barrage followed by a barrage of paint grenades. This will destroy the enemy view and cause confusion and casualties among the defenders. PAW’s should also be fired into the position to soften bunkers.
7. EVERYONE ASSIGNED TO ASSAULT MUST GO! Holding back by even a few members can cause more casualties and a failed assault that will result in the unit having to try again.
8. Commanders should have at least a three to one advantage before assaulting the enemy position.



CHARGE!!!!!!!!




“No one waits…Everybody goes!”
Brigadier General Lewis Armistead
Ambush

The successful ambush will win more engagements than any other action. There are three major points to remember when planning the layout of an ambush. First is to know all the potential approaches to the ambush site. Intelligence may well lead you to believe the enemy is going to approach from one particular direction, but however good your information, it may be wrong. The ambush should cover all possible approaches.
A cunningly selected marking ground (what the military would call killing ground) is the key to a good ambush. The enemy must be surprised and caught in a crossfire from which there is no escape. The final point is depth of the ambush. Experienced players know to scatter at the first sign of fire. A good ambush that covers all approaches will have more than one "marking" group. The ideal is to catch the enemy between three groups of ambushers.

5 Points for a Successful Ambush
1. Set the ambush in a site where you can move in and out undisturbed.
2. Use a night ambush if the mission can be accomPLIshed by a short firefight.
3. Use a daylight ambush where follow up action is required.
4. Choose a sight where the terrain forces the enemy to bunch up.
5. Bear in mind that you may require a secondary ambush if reinforcements are close at hand to take them out before they arrive.

Ambushes are the most effective way of dealing with the enemy. They allow preplanning by the commander and should offer the forces of the PLI the opportunity to maximize the effect of coordinated tactics and communication. Troops must have the disciPLIne not to fire at the first sign of the enemy. The commander should brief his men on the signal that will open fire. Ideally the first shots should be with PAW or SAW guns for maximum effect. A barrage of explosive grenades works equally well. Each member on ambush should have the responsibility for a particular section of the field to prevent every man from firing at the same target. The more hits made in the first seconds, the more successful the ambush will be.
It is imperative that once in ambush position, troops keep all movement and noise to an absolute minimum. All members must take a comfortable position that will allow them to rest for the maximum amount of time without moving. Being on ambush will test your unit’s disciPLIne. Too many paintballers wish to just rush to the sound of the guns, indeed, “staging” a fake firefight could be an ideal way to draw an enemy patrol into the marking field.








“It is better to act quickly and err than to hesitate until the time of action is past.”
Major General Carl von Clausewitz

Positional Defense

Good defensive tactics are all to often overlooked by the majority of paintball players. Many are content to simply sit in a bunker and wait for the enemy to come to them. Good field operators will not build an impossible position. They will allow a weak area to keep the game flowing. Often paintball players are not allowed to alter the field. For times when they are, the apPLIcation of good defensive tactics can mean the difference between victory and defeat.

Defensive Security Measures
1. Keep strict fire disciPLIne.
2. Maintain good camouflage of your position.
3. Adhere to a strict track plan when coming into and leaving your base.
4. Don’t make unnecessary movement or noise.
5. Sentries, patrols, ground radar, early warning devices, and observation devices must be maintained to prevent the enemy approaching you undetected.
6. Patrols must check the area around the defensive position at dusk and first light.
7. Maintain strict radio disciPLIne- the enemy will be trying to listen.

Reliable communication in a defensive setting is imperative. They allow coordination of reinforcements in the event the enemy attack is small, directed only at one spot, or it becomes necessary to reinforce the lines. Often attackers lose sight that a small patrol can slip out the back of a defensive position and hit them from the rear.
Defenders should know the location of all the defensive positions in order to reinforce wherever necessary. Also, restricting movement allows sentries and stationary positions to recognize enemy action just by movement. The unit commander should establish a “safe zone” where reinforcements can get into the base even in the midst of an attack. This can be a trail or back approach to the position. All patrols should leave and return by the same “safe zone”.
Good defensive positions in paintball should be three to six yards apart. This allows the positions to be mutually supportive and can prevent the enemy from flanking any one portion of the line.
The on scene commander can not lose focus. If the attack is small, a swift counterattack will quickly overwhelm the enemy. Given the proclivity of enemy paintballers to rush to the sound of the guns, a quick end to the attack will prevent a small attack force from receiving massive reinforcements.

Night Operations

The main differences members will face when operating at night are:
1. It is difficult for the enemy to fire aimed shots at the unit.
2. Hearing replaces sight as the primary sense. Silent drill must be observed.
3. Objects are generally only visible in skylines or with light at their back. Avoid silhouettes and lighted areas.
4. Maintaining direction is more difficult.
5. Control of the unit is more difficult.
6. Use of night vision aids helps the PLI and the enemy equally.

When you are moving at night, certain rules apply. Carry out detailed rehearsals of the mission and immediate actions to be taken in the event of an attack. Always pass orders and messages in a whisper from man to man. Arrange a simple system of signals such as a finger click or tap on a weapon to alert the troops. Always take particular care when crossing open spaces, gaps in vegetation, roads, or tracks where the unit may be skylined. Always check the direction of the unit at regular intervals. One method is to leapfrog one man ahead with a light and a radio and direct him to stand at a precise location using a compass bearing, then march to the man and repeat the exercise. Halt at regular intervals to listen for the sounds of enemy activity, pursuit, or other noises that will give you information.
Avoid white light at all costs. It will rob the troops of precious night vision. Beware of the enemy using strobe lights or other systems to specifically blind the troops. Learning to look off center will give slightly better night vision. This is because rods, which allow us to see in daylight, are useless at night. Using cones in the sides of the eyeballs allow troops to see better. When scanning at night, use the figure eight technique.

Nine Points for a Night Attack
1. Minimize noise: tape down anything that rattles
2. Keep weapons ready to fire with plenty of ammo.
3. Make sure you can see the man to your right and left.
4. Watch for signals and make sure to pass them on.
5. Tell your skirmishing partner when adding ammunition.
6. Carry only that needed for the night operations.
7. Always keep your weapon fully loaded.
8. Do not bunch up on the objective or while marching.
9. Keep your equipment in close touch.


While working and performing tasks in daylight, the exposure to light directly affects night vision. Ideally units that are to be involved in night assaults or recons should remain in a tent or low light area throughout the day. The only other option is for them to use dark lenses in their goggles throughout the day to preserve their vision.
Members who are using night vision will lose their night vision for about two minutes after using the NIR systems available today.
A members hearing becomes more acute at night. This is physically due to the increased moisture in the air. In addition, as sight deteriorates, members will concentrate more on their hearing. It is imperative that troops learn the importance of hearing and use it to its full advantage.

Night Operation Tips and Techniques
1. Routes may be marked with chemical sticks, flashlights, or other small light sources. Markers should be shielded from sight of the enemy.
2. Luminous tape can be used to identify vehicles, items, or even other troops (cat-eyes). Patterns can be arranged to designate particular units or items.
3. Commanders should depend on scouts who are familiar with the terrain and have traversed it in daylight.
4. Readily identifiable terrain features such as dominating hills, unusual terrain formations, or man made structures should be used for orientation to facilitate night movement or maneuver.
5. Identifiable stars, such as the North Star and the Big and Little Dippers, can be used to maintain correct direction and heading.
6. When moving, the 12 O’clock position should always be the direction of travel (this goes for daylight travel as well).
7. Target detection can be improved by offset illumination as it produces a better three-dimensional effect than direct illumination.
8. Interlocking defensive fires at night are crucial.
9. Every troop should be assigned a particular fire zone. Defensively by stakes or marks and offensively by the clock method. This prevents troops from shooting each other in the confusion of the night battle.
10. Night Vision should not be used by every position. The other senses should be used by at least every other night defense or sentry position.
11. Reduce noise signature of each member’s equipment.
12. Use motion sensors or rock filled cans as early warning systems.
13. Blue/Green light should be used at night instead of red light because red light shows up at several hundred yards away


Maneuvers at night
1. Keep all maneuvers simple.
2. Be aware of animals. Do not blow your ambush on a rabbit.
3. Consider moving defensive positions after dark so enemy daylight reconnaissance will be ineffective.
4. Reserve units should be moved to different positions.
5. All men should maintain visual contact with their squadmates.






Infiltration

Infiltration is routinely used by light infantry units to move into or through enemy areas without being detected. Infiltration is movement through or into an area or zone without being seen or heard. The movement is made by either small groups or by single members. They move at different times and by different routes.
Infiltration is done to put units where they can get information, destroy a key position, disrupt enemy communications, capture prisoners, or seize key terrain in support of other operations. The size of an infiltration unit can vary from two men to the entire PLI.
Infiltrations are done against enemy units that occupy large sectors or broken ground. They are also done when the battle situation is fluid. They are not well suited against an enemy who is well organized and stable, or who has units placed in depth.

For an infiltration to work there must be:
1. Reconnaissance to determine gaps in the enemy line.
2. Detailed information on the enemy terrain and forces.
3. Dispersion of enemy forces.
4. Stealthy units.
5. Surprise.
6. Patience.
7. Detailed planning and rally points.
8. Rehearsals.
9. Use of bad weather or rough ground to mask movements.
10. Physically tough soldiers.
11. Diversion(s).
12. Infiltration of the largest elements possible to maintain control.

An infiltration has five phases:
1. Patrol for reconnaissance, gaps, unit strength, terrain features, rally points.
2. Prepare, plan, ready troops, disperse intelligence, give rally points, mission, and rehearse.
3. Infiltrate, avoid all contact, and fire only when absolutely necessary.
4. Consolidate forces at a rally point.
5. Execute the mission.

Linking up at a rally point is perhaps the most dangerous of all the steps. The commander must insure that all the men know the location of the rally point, how to get there, and give recognition code words so the infiltrators do not shoot each other.
Infiltration units must also have a standard point of reentry to friendly lines. Ideally they should enter and leave friendly lines via the same location. It is the infiltration commander’s duty to insure the sentries and defenders know his mission.





Urban Assault

Of all the types of ground over which battles can be fought, all soldiers will agree that urban combat is the most hazardous and dangerous. This is due to the concealment offered for snipers, open movement areas, ability to move from building to building and even room to room.
In battle, a member stays alive by keeping constantly alert and in urban combat the need for awareness is doubly so. No building can be considered safe and empty unless entered and thoroughly searched.
Entering any premises is fraught with danger. There may be enemy present or even boobytraps, tripwires, or entrenched enemy troops. All these hazards must be contented with.

Seven Rules of Movement
1. Never allow yourself to be seen in silhouette, and keep low at all times.
2. Avoid open spaces.
3. Select your next position from cover before you make your move.
4. Hide your movements any way you can.
5. Move fast.
6. Stay clear of covering fire.
7. Be alert and ready for anything.


The PLI 5 man squad is the basic fighting unit that will be used in urban operations. Every member of the squad must be familiar with PLI tactics and the tricks of the trade: how to move through the streets, enter and clear buildings, use of grenades, choose firing positions, camouflage their positions, and use of special weapons.

Urban Firing Positions
1. Rooftops and chimneys are commanding positions, but care must be taken not to silhouette against the skyline. Chimneys will give extra cover. The limited range of paintball guns insures a quick response from the enemy. Be sure to have a secondary position available. In addition, rooftop positions will allow you 20 to 30 feet of extra range.
2. Corners and walls provide excellent cover. Each member should be able to fire from either shoulder. Members with remote systems should use a coiled hose remote for added flexibility.
3. Loose masonry and rubble will provide cover and concealment due to its irregular outline.
4. Windows and loopholes (holes caused by damage or loose material) provide pre made firing positions for the paintball player. Only a fool would allow himself to get so close to the window to be seen through it. Stay well back from the window, use the shadows to hide, and never betray your position by pointing your weapon through the open window.
5. Pallets provide no cover. Any determined opponent will get a ball through one of the cracks. Don’t be fooled by them, they are often deathtraps.


The moment you stop moving in an urban assault, the attack stops. Moving from place to place under fire is always dangerous business. Movement in towns and cities calls for a different set of skills from those used out in the country.

Urban Movement Techniques
1. The Lie of the land: Looking around corners carelessly is a quick way to get hit. Always do it at ground level. Do not look around corners at shoulder height. This is where your enemy is aiming.
2. Over the wall: When crossing a wall, you must keep as low as possible. Roll over it, with your body flat. If you do not know what is on the other side, send a grenade first.
3. Mind your head: Be careful when you pass by ground floor windows. Always be sure to keep your head down well below the level of the window.
4. Watch your feet: Basement or low windows can be the source of danger too. Keep careful lookout for them as they provide natural bunkers for the enemy. Do not expose legs or body parts and jump over them well clear of any enemy field of fire.
5. Stand clear of the doors: Don’t use doorways if you can avoid it.
6. Keep covered: Always be sure that you have a squadmate cover movements with fire and always select your next position before you move.


The squad must move as a team in urban terrain. This includes especially effective use of covering and suppression fire. Each member of a squad not involved in a rush should have a designated area of responsibility to provide covering fire. The squad rush is one action that can move an entire squad quickly, but must be performed immediately by all members of the squad in a spread out pattern with selected cover points for each man to aim for. The basis of this is to keep the enemy from seeing the sudden move occur long enough to delay return fire.
Each member must be able to select a proper firing position. There are two things to keep in mind when selecting a firing position. Where can fast effective fire can be placed down on the enemy position and how to avoid return fire. In an attack members will almost certainly have to use improvised methods called “hasty firing positions”. These may be around corners, piles of rubble, windows, doors, or other items commonly found on paintball fields.
When firing from around corners of a building, do not use the standing position. This places too much of the body in an exposed position and place your head at precisely the point the enemy expects to see it at. Kneeling to fire or look around a corner is good, but lying down is best.
Fire around walls, not over.
The most common mistake made when firing from a window position is to get too close to it in order to widen the member’s field of fire. The military teaches soldiers to keep the muzzle of their rifles one-yard from the window when using it as a firing position. Remember to use the shadows to hide. By moving back and forth in the room, you can see nearly as well.
Always reduce the size of the target you present to the enemy by firing from the prone position, firing from the shadows, not presenting silhouette, and use all available cover and concealment.

Rules of Building Entry
1. Select your entry point before you get to the building.
2. Stay away from windows and doors if possible.
3. Use smoke to approach.
4. Send a grenade through the point of entry before you go through.
5. Rush in immediately after the grenade detonates.
6. Go in only under cover fire.
7. It takes three men to enter a room safely. One to provide cover/security and two to go in. The first man throws the grenade, charges in firing after detonation, and flattens himself against a wall as the second charges in firing and searching the room.
8. Keep tight to the walls while moving through hallways or corridors to present as small a target as possible.
9. Keep clear of windows.














Jungle Operations

Close quarters combat in a jungle or wooded environment has a set of rules all its own. Fortunately, most paintball guns are already small in size. This is imperative when fighting in heavy cover areas. Generally, the PLI should avoid undertaking offensive operations in the area of heavy forest. The terrain causes paintball breaks on small branches, precludes the use of most paint grenades, and causes havoc with close support and communication. For all these reasons, the terrain is well suited to defensive operations.
In close quarters, the SAW and PAW can be devastating weapons. Maximum use of camouflage should be made as the enemy may be induced to walk directly in your field of fire.

Rules for close quarters wooded or jungle warfare
1. Avoid offensive actions unless absolutely necessary.
2. Make maximum use of camouflage.
3. Massive firepower must be used to minimize casualties.
4. Maximize defensive positions.
5. Use extreme caution in dealing with local wildlife.


The jungle environment is a wet environment. Learn to use it to your advantage!







Desert Operations

Paintball is limited when dealing with the open terrain of deserts. It is imperative that troops involved in operations in desert like heat or terrain understand the basic safety precautions for surviving day to day in the desert. Commanders must have the responsibility of insuring their troops enter the field with plenty of water. They must also know how, when, and where water will be available. Even more important is to insure that the troops drink water at every available opportunity.

Five Tips for surviving “Desert Warfare”
1. You will not be able to acclimatize properly in a weekend. The military allows two weeks for troops to become acclimated to a desert environment. Know this and carry plenty of water.
2. Keep fully clothed, but wear loose garments; this reduces your sweat loss.
3. Clouds do not reduce the power of the sun, so do not expose your skin just because the sky has clouded over.
4. Wear a scarf or triangular bandage around your neck to protect against the sand, sun, and paintball hits.
5. Drink small quantities of water often rather than large amounts occasionally. Members should carry two canteens or utilize a Camelbak system.

Paintballing in the desert environment will often become a test of the long ball battle. Troops should endeavor to use weapons with long ranges. Additionally, alternative weapons like mortars and grenades truly come into their own in a desert environment. Indirect fire can reach positions that a paintball will not.
The chief characteristic of every type of desert is the complete lack of ground covering vegetation. The paintball light infantryman often relies on bushes and undergrowth for cover and concealment, but in the desert this is simply not available, so camouflage techniques become even more important than usual.
Troops should pay particular attention to changes in terrain, both in shape and in color. Make sure that the camouflage employed stays appropriate.
Because the sun is so strong, shadows are very pronounced. Troops must remember that as they move, the sun moves. Using shadows to conceal troops or positions will result in the occasional adjustment of the concealed areas or troops. Use covering sheets and camouflage netting. Remember to properly prepare your defensive positions. Due to the close range engagements of paintball games, not camouflage can be considered perfect for the desert environment.
In sand deserts, where there are no breaks in the smooth sand, the nature of the terrain makes it impossible to conceal anything. The only option is to stay on the move, raiding and moving on.
Weapon maintenance is imperative. Sand will ruin a paintball gun. Troops should clean their weapons of all but the lightest coat of oil from their weapons.




Reconnaissance

Proper reconnaissance of an objective can mean the difference between outstanding success and colossal failure. Since this will often be difficult or impossible to perform, it should be used to its maximum advantage whenever possible. Each member of the PLI should know what to look for when conducting reconnaissance, how to communicate the information, and how to use the information.
The purpose of a reconnaissance is to gather information to refine operational orders for an attack or defense. Members assigned to conduct such a reconnaissance must understand that their mission is to report back, not to engage the enemy. Many paintball players make the mistake of always charging ahead and disregarding planning or organization. This is a mistake the PLI must not make.
Prior to conducting a reconnaissance, members will be briefed by their leader concerning all available information on the mission.

What to look for during a reconnaissance:

1. Enemy manpower- Strengths, weaknesses, armament
2. Enemy Position- Bunkers, Huts, defensive preparations, position of large scale weapons, and special weapons emplacements (machine guns, mortars, mines, etc.)
3. Possible approaches to the enemy position
4. Possible attack positions on enemy defensive positions
5. Enemy routes of retreat
6. Probable route of enemy reinforcements
7. Any information on the target that differed from the pre reconnaissance briefing
8. Any pertinent information you believe to be unknown to the leaders of the attack.


Personnel assigned to the reconnaissance must understand that at least one of them must return to the leaders to advise. This is especially important if the defenses or enemy are in much greater strength than the reconnaissance unit was led to believe. While no member of the PLI is considered expendable, paintball is not warfare and personnel lost will be able to return. The good of the unit and its needs must be above the personal needs of an individual player.










“War is Hell.”
General William T. Sherman