Chapter 18. Special Forces
Chapter 18. Special Forces

Special Forces

The PLI recognizes the need for special individuals or units in some operations. These include but are not limited to:

1. Snipers
2. Engineers
3. Fast Reconnaissance Teams
4. Sabotage teams
5. Spies
6. Mechanized Infantry
7. Armor
8. Protective details
9. Mortar Squads
10. Grenadier Squad/Platoon


PLI members will be assigned to these units on an as needed basis based on their abilities and desires. All members are asked for specialties on the initial enlistment papers, but must realize that the needs of the PLI must come first. Individuals and teams will not be primarily assigned to SF units as they only come into existence at events where enough troops are fielded to support them and they are requested by the Event Commander.


Snipers

One of the most often maligned and misunderstood units available to the PLI is the sniper. The frustration with this position stems from the limited range and accuracy of paintball guns. Only the most skillful, accurate, camouflaged, and lucky troopers can be snipers. The PLI believes that limited use of snipers can be productive as long as the limitations are understood.
Snipers in paintball should be viewed as early warning system. Set along unlikely routes of advance, they can give advance warning of an unexpected enemy advance. Set along likely avenues the enemy will use, they can provide early warning for defensive positions or ambushers.
PLI snipers should endeavor to have the best camouflage available. This should include a Ghillie-Suit if allowed by the event. They must also have the recommendation of their unit leader to be given the position of sniper.
Most importantly, snipers must understand that they have specific missions that must be fulfilled. The position of sniper cannot be given to lone wolf players who will not fulfill their mission.
The PLI sniper is an important position that can only be held by the best, most disciPLIned, and dedicated player.


Engineers

As technological equipment invades the paintball battlefield, the need for competent members to deal with the equipment becomes necessary.
Engineers will be responsible for PLI special weapon mines, electronic motion sensors, night vision and technical maintenance, GPS systems, and other electronic and technically oriented equipment. They bear the responsibility of mapping and supplying maps to the command staff and men.
The larger the PLI, the more important competent engineers will become.
Each engineer must be a fully qualified light infantryman, armed with standard PLI weapons, and able function as a ready reserve or when detailed to a line unit to provide technical expertise in the field. They must be prepared to carry heavy loads and equipment and must know how to use it.




Fast Reconnaissance Teams

The Fast Reconnaissance team (the PLI version of the SEAL team) is a specialized unit made up of PLI members who are fast on their feet. Their mission is to avoid contact and provide intelligence to the PLI command. They are the primary units to be used for deep reconnaissance missions. They can also be used for specific demolition, capture, or other special operation as dictated by the commander.
Fast Reconnaissance Teams must be well versed in Infiltration tactics, sabotage, and small unit tactics. They are also REQUIRED to be know in PLI codes, tactics, sign language, procedures, and operational methods. Assignment to a FRT is an honor that will only be awarded to those who exhibit the abilities necessary for membership.
FRT’s will operate behind enemy lines and will frequently be beyond support range of the rest of the PLI. Those selected for the PLI must understand that the missions assigned to them are of the utmost importance. The FRT which operates successfully may not fire a shot for long periods of time, but will provide the intelligence that can win the battle.
FRT’s fall under the command of the special operations company commander. Rank in the FRT will be designated by the special operations company commander as approved by the event commander.



Saboteurs

Saboteurs work closely with both Engineers and Fast Reconnaissance Teams on demolition missions. Their missions are often classified. PLI members assigned to the saboteur unit will receive specific instructions on their assigned missions. They must be equipped to operate as infantry and must also understand the dynamics of paintball weapons. In scenario games where saboteurs are allowed to use “imagination weapons” (for example, a box labeled bomb) and not live paintball weapons, they will be detailed appropriately.
Saboteurs should use their imagination when operating with loose rules of sabotage, but must use care not to exceed the event rules.
Saboteurs will assist the other units of the PLI in Decoy and Deception operations both on the field and in camp.



Spies

It is not the policy of the PLI to employ spies in paintball scenario games. This is contrary to the honesty that the PLI attempts to put forth in its paintball philosophy and gaming. Information gleaned by members will be used and the PLI encourages its members to listen to the enemy when the opportunity arises. The unit does not employ un-uniformed or disguised personnel as spies. PLI members who are by event given a mission of spying for the enemy shall act a double agent and shall advise the PLI security officer of their status.
This policy may cost the PLI a battle, but it will prevent the unit’s reputation from being tarnished. The use on un-uniformed spies is forbidden by the Geneva convention for real warriors and by the General Orders of the PLI. Information overheard in “hospitals” or “out” zones by uniformed players will be used when appropriate.


Mechanized Infantry

To facilitate use of vehicles in the field, the PLI has established a Mechanized infantry unit. Members with transport capability should notify PLI staff for instructions. The rapid movement of infantry revolutionized warfare in WWII.
Mechanized units for the purposes of this section are assumed to be unarmed transports operated by the PLI. Armed transports fall under the category of paintball Armor and field operated vehicles used only for transport (from which a player is NOT allowed to fire) are not classified as Mechanized Infantry vehicles. Players may fire from the vehicles, but no permanent armament or cannon is affixed to the vehicle.
When operating in conjunction with the PLI, all vehicles will travel at less that 15 MPH and will be proceeded by a judge or neutral player who will insure the vehicles have a clear lane of travel. The PLI recognizes the potential dangers of operating vehicles in the confusing combat environment that paintball creates and all precautions will be observed.
Specific operational instructions will be developed as the opportunity arises to utilize mechanization of forces.


Armor

Armored vehicles do not fall in the normal PLI chain of command. If available, they will be under the direct command of the PLI field commander and will act in conjunction with the PLI Infantry. Maximum use of armored vehicle should be made as they are intimidating to all players, even those experienced. Commanders must note that the movement of such vehicles is limited to open woods and trails and adjust their infantry movements to fit.
In assaults on enemy positions, the armored vehicle should lead the assault in an effort to get the infantry as close as possible before it is eliminated.
In defensive operations, the armored unit should function as a highly visible reserve. Its very presence will deter many attackers.
As with all PLI vehicles, armor units are restricted to 15 MPH or less and must be proceeded by a judge or neutral player.
Further policies and procedures will be developed as armor operations become more common place in PLI operations.
Members with access to armored vehicles and ideas for their proper employment should notify the PLI organizational commander.


Headquarters Security Company/Element

The HSC/E consists of selected members of the PLI who are assigned to the PLI headquarter under the command of the PLI Headquarters Security Company/Element Commander. These generally include a protective detail to remain with the unit staff, physical security for headquarters and camp areas, and inspection services for persons and parcels coming into the base. In addition, a last ditch flag defense protective detail will sometimes be established at the discretion of the commander.
The job of the protective detail is to guard its charge. They are the Secret Service of the PLI and must be willing to take a hit to protect their charge. They must be trustworthy and have a complete and working knowledge of the members of the PLI, guard techniques, and common sense.
The protective detail is also responsible for physical security of the base by establishing code words, safe routes of entry, and security requirements.
Protective details can run from two to twenty men depending on the mission. Generally speaking, they will be hand selected on an event by event basis.


Defending the camp and commanders.


Mortar Squads

The newest addition to the paintball arsenal is the paintball mortar. The PLI artillery falls directly under the command of the senior commander at an event. At events where artillery fire is simulated, it falls under the direct command of the PLID field commander or his designated representative.
Employment of the artillery varies depending on its range. PLI close support artillery such as mortars should be assigned to defensive positions or difficult assaults to provide fire support.
Simulated artillery fire must be used to full support the infantry. Radio communications are essential as are accurate maps of the field. The duty of mapping or supplying maps falls to the Event Logistics Officer and PLI engineers.


Mortar Squad Operations

The PLI mortar squad consists of two mortars crewed by seven men and one squad leader. They are assigned to either the event commander to employ as he sees fit or to specific companies as they are available.


Mortar Squad:
Sergeant (Squad Leader) Commands the fire of the guns.

Gun1
Corporal (Gunner). Aims the gun and selects targets. Must be armed with at least a sidearm. Carries the tube and base plate.
PFC (Loader). Loads the weapon. Must be armed with at least a sidearm. Carries the CO2 system and hose.
PFC (Security). Armed with SAW to support guns and carries extra rounds.

Gun 2
Corporal (Gunner)
PFC (Loader)
PFC (Security)

The 62mm mortar is a lightweight (30 Lbs) and versatile weapon that can accompany infantry units wherever they are operating to provide direct fire support at the command of the unit leader.
Mortars should be emplaced in positions where they can best support the company area and yet still be protected from enemy detection and counterfire. Firing positions are chosen by the company commander using the METT-T method. A ground reconnaissance is the preferred method for choosing firing positions, but when this is not possible a thorough map reconnaissance should be conducted.

Firing Positions Should:
9. Place Mortars in defilade.
10. Allow for easy fire control.
11. Provide for ease of ammunition supply.
12. Provide maximum coverage for the attack or defensive area.
13. Be camouflaged and concealed.
14. Have proper overhead clearance to allow maximum firing range.
15. Room for the entire mortar squad.
16. Firm ground to support the weapons.

Mission Types:
Offense. This mission requires thorough map recon of the area before the 62mm mortars can effectively target enemy positions. Mortars can be used to suppress enemy fire during the attack as well as obscure friendly troop movement.

Defense. This mission requires that the mortar be in defilade. The company’s 62mm mortars are used to engage enemy vehicles and personnel.

Withdrawals: During this phase of defensive maneuvering, mortars fire screening movements to mask troop movement.

Urban: When operating in urban areas, mortars should suppress enemy personnel behind or on top of buildings and clear rooftops and the top floors of buildings.


Fire Methods:
1. Direct Fire
- Direct Lay fire is when the gunner can see the target and make his own corrections.
- Direct Alignment is when the gunner’s fire is corrected by a forward observer within 100’ of the mortar position. This can be a function of the security trooper assigned to the mortar squad or a designated forward observer.

2. Indirect Fire
- When the gunners cannot see a target, the indirect fire method can be used. This employs a forward observer with a radio who can correct mortar fire via the radio.

Specific operating instructions for the 62mm Paintball mortar are included with the weapon.


Grenadier Squad/Platoon

When operating as a platoon or company, the commander may choose to have a Grenadier squad to use to support attacks. This is an especially effective alternative if no mortars or indirect fire support is available to the unit. Grenadier squads should have at least four PAW launchers and should be supported by at least one SAW in addition to the Squad leader. The Grenadier squad leader should not be armed with a PAW unless absolutely necessary so he can concentrate on the targets and commands coming from the field commanders and act to support/protect the squad from enemy action. The ASL should also be armed with a semi or full automatic paintball gun to support the squad if necessary. Grenadier squads should have no more than six grenadiers per squad. For the purposes of the PLI, this is an oversized squad and should only be used in specific circumstances.

The Grenadier Squad

Position: * * * * * * * * *
Title: SL PAW PAW PAW SAW PAW PAW PAW ASL
Position #: 1 2 3 4 5 6 7 8 9
(Basic ECHO formation)

At the battalion level, a Grenadier platoon consisting of two Grenadier squads may be used as indirect or direct fire support for the battalion. This would generally be done when the mortar platoon is unavailable, but could be used to support the mortars. Grenadier squads should be viewed as indirect fire assets and not assault troops. They should be afforded appropriate protection by the units to which they are assigned.

Grenadier Squad Operations
The Grenadier squad is divided into two fire teams. The SL and PAW Grenadiers in positions 2, 3, and 4 are fire team A. The ASL and PAW Grenadiers in position 6, 7, and 8 are fire team B. The SAW Gunner should be in a support position as placed by the SL.
When in a PLI Grenadier Squad, PAW gunners can fire as a platoon, squad, or fire team by Battery, by numbers, or at will . The fire of a squad of grenadiers by Battery will be a huge offensive tool, but will be followed by down time. Basically in a fire by Battery, the SL gives the order to "Fire by Battery", "Ready", "Aim", "Fire". On the command of fire, every PAW will discharge at a selected target. The SL may choose a target "Fire by Battery, Target Enemy Bunker at 2 O' Clock, 75 Feet, Ready Aim, Fire." Firing by the number (or "Fire by File") allows the first PAW to be reloaded ideally by the time the last PAW fires. Fire by number (or File) can be done from the left or right. On the order to "Fire by Numbers from the Right, Ready, Aim, Fire" the #8 Position PAW will fire, immediately thereafter, the #7 Position PAW will assess where #8's rounds fell, adjust, and fire. This continues until the #2 Position PAW Fires. At that point the SL can determine whether or not they PAW should hold fire, fire at will, fire by battery, or fire at another target.
In the event a fire order is given and a safety violation is observed by any member of the Grenadier Squad, the command "No Joy" will designate a safety violation and will halt the firing until the SL can determine what the squad member saw as a safety violation.
This plan of action for the Grenadier squad is very basic. Only experience will teach the uses and abilities of the PLI Grenadier squad.

Summary of Grenadier Fire Commands

1. Fire by Battery: The squad/platoon fires a single volley simultaneously
2. Fire By File (Left or Right): Firing is done from the left or right one Grenadier at a time. Each Grenadier should adjust their fire based on the impact of the rounds fired by the grenadier before them.
3. Fire At Will: Grenadiers fire and reload at targets selected by them as quickly as possible.
4. Fire By Numbers: Same as Fire by File.
5. No Joy: Cease fire due to safety violation (command given by any member)



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