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Joker 9 Field Manual FM0012:
 
The basic assault phase:  
As used in Vietnam 
The first phase of an assault is known as “Seek and evade”. The point man usually scouts ahead of the pack. His job is to locate any hostiles that the squad may run into. If he sees the enemy he will try to fade back to his unit and report the encounter. The squad must then decide how to engage the enemy. If the opportunity allows it, they will continue to gather more information on the enemies’ numbers, position, and equipment. The Next phase is known as “Seek and destroy” The squad must choose the position of the assault. Echelon left, Echelon right, and Echelon out. 

Echelon left: Is when the unit moves left in a decisive manner. They maintain a loose formation (to prevent a bullet from taking out more than one person). This maneuver can be the opening to a left flank attack. 

Echelon right: Is when the unit moves right in a decisive manner. They maintain a loose formation (to prevent a bullet from taking out more than one person). This maneuver can be the opening to a right flank attack. 

Echelon out: Is when the unit moves directly at the enemy in a broad formation (again loose). This can be the opening to a crescent assault. The idea is to try and encircle the enemy. To herd them in like cattle. The enemies initial state will be broad, so the idea is to close them in like a noose. The grenadier was positioned in the center of the broad line. His job was to throw in a grenade. By doing this, he forced the enemy to seek cover. This also caused the enemy to be confused to the initial state of the attack. Once the noose closed, everyone was destroyed at its epicenter. This move was used the most, because you needed to make sure that no one escaped. If anyone escaped, they would surely report your position to larger armies. 

Common strategies:   

Hold Down: This is the act of pinning down the enemy (really this is more of a squad move). The whole team must open fire on an enemy who is in the "lying prone state". When the enemy sees this much gunfire, he has no choice but to stay down or retreat back. Once the enemy is pinned, one of your squad members should try to flank him. Snipers are highly susceptible to this maneuver simply because they prefer the "lying prone position". 

Decoy: The idea of this move is to draw the enemy into a massed attack. Maneuver your squad as a group through the battle field. One man will run atop the hill crest (as decoy) to attract the enemies attention. The others will run through the valleys staying out of view. When the enemy spots the decoy, he will maneuver down behind the hill. The whole team must now fan out and prepare for the enemy to come up, over, or around the hill. 

Flush Out:  This action will cause your enemy to expose himself from cover. In order for this to work you need to have a weapon capable of penetrating his cover. Example: He is in a wooden building, and you have a M249 SAW machine gun (which does penetrate wood). You know he is in the building but you don't know where. Have your teammate cover the rear door while you cover the front. Open fire on the building. Inside the enemy will see rounds flying through the walls. This should cause a panic (more so if the building is small). He will either stay down (which he will eventually get hit), or run out of the building (exposing himself from cover). 
 
Wash Out:  This is a process of removing Claymores or Satchels from a tampered room or zone. Most of the time an enemy will drop these devices in a "Trophy zone" (an area of interest). Simply toss a frag into suspected area. 

Serpentine:  When you are under fire, you simply weave back an forth. Hold on! there is more to it than just that! This defensive action is very common, but few know how to do it effectively. First thought "you need to be unpredictable!" Don't pick up a pattern like left, right, left, right. Instead keep up a random pattern. Good snipers can see weakness in your serpentine. Don't try to serpentine up a steep hill, because it will slow you down and make you an easy target. Use tactics to throw the enemy off. Example " if you serpentine towards an open door, the enemy will think you are going into the building (thus focusing his shots towards the doorway). Instead change your movements and head around a building corner." Snipers love doors, windows, valleys, and intersections, because they make their targets more predictable! 

Jack in the box:  This move is very simple, and it works well if done correctly. Go prone behind Hard Cover (example sand bags). Believe it or not Hard Cover cannot be penetrated by any weapon (with the exception of a tossed grenade). Try to put yourself in a position that allows you to see the enemy coming towards you. Most people will stay in a prone position and fire. This does not work, because if you miss he will shoot you while your on the ground. Instead simply go to a standing position and open fire as you stand. Be ready to run if you miss. 

Dead man's drop:  Distraction is the key to this maneuver. Stand behind low sand bags (hard cover that cant be penetrated), and have a partner go prone behind some other close cover. When the enemy moves in, let him see you. When he begins to engage you, drop to the prone position (you are now safe behind cover). By now your partner should already be firing on him. The enemy wont see your partner, because he's already prone and you caused the necessary distraction.  

Double Back:  This ins't really too fancy of a move, but its worth posting. If the enemy sees you and engages, move behind a hill. As soon as you break line of sight, change your direction. You want to try and maneuver yourself behind the enemy. Most un-skilled players will continue moving in the direction they last saw their target. 

Crown Defense:  This is nothing more than a parameter defense. If you move into a building or room, have each team member cover every door and entrance. Make sure that members are not too close to each other (in case of grenade toss). Don't think that one man cant destroy everyone in the room (they can! I've seen it happen). The smaller the building or room, the lesser this defense works. In tunnel levels, I have blown up three guys with one grenade. How? They simply weren't dispersed enough! 

Eclipsing: This Strategy is best used when approaching a sniper. Simply put, you travel behind cover. Make sure the sniper's sight is being blocked by whatever objects serve as cover while in route to his position (trees, cactus, etc...). This move is only effective when you have "first sight". 

Claymore cover: 
Whenever you choose a position as your "assault nest" (roof top, hill, tree cover), you need to place a claymore or two on your 6 O'clock position to prevent the enemy from sneaking up on you. This is ideal for snipers! This is not a good idea if you are in your teams "forward assault position", because more than likely your team mates will walk into them. Best done in the "enemies hot zone". 
 

Hooking: 
Staying out of sight is the key in any attack. Attacking while hanging on a ladder is very beneficial. By doing this you keep your position undiscovered from above and below. This is best done in tight alley ways where you are somewhat covered by the thin avenues. 

Turtle Backing: 
This is a tricky move, To do this move you need to break into the enemies "forward assault position" without being seen. Once in, you need to find a wall or corner and place your back into it. When the enemy passes by the wall or corner you will have a clear shot at their backside. Its best to use MP5-SD assault weapon. This gun wont show tracers (which will give your position away). 
 

Turtle Deuce: 
Same as turtle backing, however you teammates assist by providing "draw fire". If your mates keep fire on the enemy, the enemy will be distracted and wont think to turn around (keeping your position undiscovered). 
 
Avalanche: 
This is a simple but very effective maneuver. Basically you open your assault by dropping off a building or hill. This usually catches the enemy in complete surprise. 

Wild Deuce (Ambush): 
This move requires you and your mate to be positioned at the right and left of a thoroughfare (alley way, hall, or path). When the enemy comes through, you both open your assault at the same time. This puts the enemy in a crossfire of death, and if performed right he wont have a moment to reflect. 

Baiting: 
You set claymores near a suspected hot zone, then you fire towards the enemy to draw them in. Next you retreat back behind your claymores (careful not to set them off yourself). The enemy should follow you in. Then BLAM! Best to set claymores on the backside of hills or around building corners. 
 

Coat Tailing: 
This method requires you to loosely follow your team mate through a hot zone. By doing this you are able to use him to bait the enemy. 

Access Denied: 
Place claymores at the top of ladders, behind door jams, or at the top of stairs (most frequently trafficked by the enemy). 
 
Eight Ball: 
I was amazed to find that delayed frag grenades do have a strategic value. For a long time I just avoided using them, because they just seem to have no use in the heat of battle. Not true! They are very useful indeed. They are extremely effective in tunnel maps. The key is that they add a surprise value to the game. They can be used as a flushing device in closed rooms. So why do I call this the "Eight Ball"? Here's the nasty little secret. In the tunnel levels, have you ever gone down a ladder and found nothing but a barrage of gun fire (or even worse a claymore)? Well chuck down a delayed frag! It wont blow till it rests at the foot of the ladder, then simply drop down the ladder and finish off the rest. Eight Ball corner pocket! The delayed frag can even be thrown up ladders. If thrown correctly it will find a resting place on the next floor up. The delayed frag is best when carried by two men within the squad.   
 
Point Man Crossover: 
This is really a squad move, and it takes a little practice. When crossing a "T" junction in a tunnel or street, have your leading man cross the junction while firing (draw firing). The second man stays on his side of the junction waiting for the baited enemy to show. The leading man crosses over to the opposite junction. The enemy will go towards the junction that the leading man took (not paying attention to the junction of the second man. The second man opens fire on the enemy as the enemy engages the leading man. 
 
Scissor lane: 
This is a SWAT team maneuver. This is used on "T" junctions or crossroads. The first man crosses to opposite junction. The second man stays on his junction. Both men place a cross fire scissors lane and wait for the enemy to travel into, or through the crossroad.  
 
Stagger lane: 
This is another SWAT team maneuver. Basically you are aligning your team down an alleyway or tunnel. The firing lane is focused down the through fare. It's important to keep your men in a loose formation (incase of a grenade throw). It is best to have men behind cover, down both sides of the through fare. 

Scorpion's Tail: 
Have one team member go to the roof and go prone with a grenade. Two members stay below. When the enemy engages the men below, the man on the roof will hear the gun fire. That's his cue to deliver a grenade throw to the enemy's position. 

The Train: 
This maneuver is performed by both the special forces and SWAT teams. The squad moves in a tandem order. The point of the maneuver is to quickly move a squad down a hall or tunnel, each member providing cover for the other. The point man leads the train, while the second and third men provide cover at the junctions. The "Tail Man" checks every so often to make sure that the enemy has not doubled back on their Six. 

Castling (leap frog): 
This maneuver is where one member moves into a cover position, and checks if area is clear. If clear the next man is signaled to move up to another forward cover position. When that member reaches his cover he checks if area is clear. If clear he signals back to other member. Repeat as needed. This is a way of moving deeper into the enemies occupation. A good maneuver if you are trying to take back a zone that was lost. 
 
Crossfire Injection (Blitz): 
To do this move you need two or more members. This is a room entry maneuver. The first man throws grenade into the room. After the bang, first man enters room (blazing rounds) moving for the right side of room. Second man enters left side of room (blazing rounds). Third man enters right side of room. For the move to work effectively, the squad must move in a loose formation (in case of grenade thrown by enemy). The team must all be aware of their direction prior to entry. Practice the move assigning each member an "approach call", and a "staging position". 
 
 
 
 
 
 
 
 

Definitions
Approach Call: Giving a team member a pre-directional command prior to mission. Example: The first man needs to crossover all intersections while the second man stands post. Some types of Approach Calls, crossover, post, guard, move right, move left, move up. 

Staging Position: Giving a team member a position in a unified squad move. Example: 1st Man on point will be "Raven", 2nd Man in line will be "Viper", he will be the flank man, and the 3rd man will be "Gonzo". Gonzo will cover the rear of the line. 

First sight: When you have first spotted the enemy without being seen. 

Assault nest: An area where one bunkers down to stage an assault, usually behind some kind of cover. 

Forward assault position:  This is an area where a unit is exerting the most force and presence. 

Enemies hot zone: This is any area behind the enemies forward assault position. The enemies through fair or respawn area. 

Draw fire: Gun fire that is intended to not kill, but entice the enemy into moving forward. Baiting the enemy to move into a weaker position. Possibly out of cover. 

Cover Definitions: 

Hard Cover: Bunkers, Sand Bags, Defensive Walls (concrete, metal, and brick). 

Medium Hard Cover: Stone building wall (Example: Beruit Buildings). 

Medium Cover: "Multiple" wooden building walls (Example: Wooden house, Ghost town, Indonesian house). 

Soft Cover: "Single" wooden building walls (Example: Wooden house, Ghost town, Indonesian house), and trees. 

Weak Cover: A wet paper bag (you get the idea). 
 

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