Callwords

The vocabulary

One vocabulary for the whole clan. In an article, type @ and start the word to link it here.

1 Man

In CQB the first man on a door is always the "1 man."

Not used in any published article yet.

Battle Position (BP)

A battle position or strongpoint is a designated area the Squad Leader marks that indicates where a squad fights from. The squad DOES NOT LEAVE a BP unless the a Squad or Team Leader makes that call. Battle positions are usually strong defensive positions like a second floor of a building, a tower or fortified structure with wire and sandbags.

Not used in any published article yet.

CALLOUT

A word used to transfer information to the team or squad such as Last Man , Running Low! or Winchester .

Not used in any published article yet.

Collapse

A CQB or MOUT order which means "Every squad member get closer together on Team Lead." Team members disengage enemies and tighten formation for revives and security. The opposite Order of Expand .

Not used in any published article yet.

CQB

Close Quarters Combat, how to fight inside a building where the enemy is within 10m of you. Related to MOUT .

Not used in any published article yet.

echoing

Repeating Squad Leads orders when heard, word for word, immediately. This improves Squad Cohesion & Squad Survivability.

Not used in any published article yet.

Expand

A MOUT order which means, "We are to damn close and going to get fragged, get the hell away from everyone." The squad expands formation. The opposite order of Collapse.

Not used in any published article yet.

Fire & Maneuver

The bedrock tactic used in Fireteam Tactics. One element (Fireteam) suppresses the enemy while the other maneuvers for a flank. This is a foundational tactic that all advanced maneuvering is built upon.

Not used in any published article yet.

Fireteam

A fireteam is the smallest unit used in Fireteam Tactics. Typically four people (leader, automatic rifleman, grenadier, rifleman) who move, cover, and communicate as one element. It's the building block of a squad: two or three fireteams let a squad leader have one team suppressing while another moves, which is the basis of every Fire & Maneuver tactic.

Not used in any published article yet.

Last Man

A dynamic designation, never a static role or member unless Squad Lead specifically designates someone. In CQB , he is rear security and last man through the breach/door. In MOUT "LAST MAN" is a callout indicating "I AM THE LAST MAN FINISHING ORDER" which then indicates the next maneuver can continue.

Not used in any published article yet.

lone Wolfing

When one team member runs out 30m in front of the squad while the squad is scattered and men are down or a member runs beyond the designated Battle Position (BP) . He's running rambo trying to get kills, putting himself in a high risk situation and risking the squads security and the medics life who has to go revive him when he goes down. This behavior is not acceptable in combined arms.

Not used in any published article yet.

MOUT

MOUT (Military Operations on Urbanized Terrain) is fighting in towns and cities, where short sightlines, long street kill zones, and threats from windows, rooftops, and basements make movement far more dangerous than in open terrain. It covers everything from moving through streets and crossing danger areas to reach a building, all the way to clearing rooms inside it (CQB). https://www.marines.mil/Portals/1/MCWP%203-35.3.pdf

Used in: When to Train Combined Arms vs Squad level Tactics

Running Low!

A CALLOUT made from a team member to indicate they are running low on meds, ammo, smokes or other equipment. This callout is always ended in 3rd person so team members can find and supply you. This CALLOUT must receive a response from a team member else it indicates to Team Lead that this member is soon to be combat ineffective. This is followed by Winchester CALLOUT.
Example, "LOW 5.56 GAREN" or "IM LOW MEDS GAREN"
Team member Response, "GRIFF'S GOT GAREN"

Not used in any published article yet.

Sector

Slice of the surrounding area assigned to a person or team as their responsibility to watch and shoot into. Sectors are carved up so the whole perimeter is covered with no gaps and no two people staring at the same sector. Squad Leaders will designate a member or team a sector. "Spear 1, cover N Sector" or "Garen cover 1 o'clock sector."

Not used in any published article yet.

Security

The ongoing job of watching for and being ready to engage threats so the rest of the unit can do something else (reload, build, treat casualties, plan). A Squads Security increases or decreased by how many Sector are covered or friendly weapon systems covering those Sector.

Not used in any published article yet.

Situational Awareness

Situational awareness abbreviated "SA" is knowing what's around you, what it's doing, and what it's likely to do next. It's knowing where your teammates are, where the enemy is or could be, and what the terrain lets either side do. It's the difference between reacting to what's already happened and positioning for what's about to. Every team member has a different level of Situational awareness. The 1 Man in CQB has higher situational awareness of the next room than the Last Man . Squad Leader will have the highest SA of the team.

Not used in any published article yet.

Spokes

Barbwire lines that run directly out from the center of a base or bastion like the spokes on a bicycle wheel. They are excellent passive defense to stop enemies from rotating easily around your base or bastion. They force enemy into open ground.

Not used in any published article yet.

Squad Cohesion

Squad cohesion is the squad's ability to act as one unit: moving, fighting, and reacting to the Squad Lead's calls together instead of as individuals. A cohesive squad executes orders within seconds, keeps mutual support and sector coverage, and doesn't leave anyone isolated or lone-wolfing.

Not used in any published article yet.

Squad Survivability

Squad survivability is the squad's ability to stay alive and combat-effective over a long deployment: taking fewer casualties, avoiding wipes, and recovering quickly when members go down. It comes from good positioning, fast response to calls, covering sectors and rear security, medic disipline and knowing when to fight versus when to withdraw.

Not used in any published article yet.

Winchester

A CALLOUT indicating a team member is out of meds, ammo or equipment. High Urgency callout that must be responded to by a team member. Callout must indicate exact ammo type or equipment needed and end in 3rd person. This callout occurs after Running Low!
Examples, "WINCHESTER 5.56 GAREN" or "WINCHESTER RUN STIMS".

Team Member Response, "CAL'S GOT GAREN."

Not used in any published article yet.