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by The Greater Empire of Emnaria. . 1 reads.

IEM Manual №1

IEM Manual №1:
Combat Field Procedures & Practices

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Official Imperial Emnarian Military Document, 100628/67
Classified: Unauthorized disclosure is treason


Table Of Contents:

Maneuvering (1-3)
Cover & Protection (4-6)
Communication & Coordination (7-8)
Engaging The Enemy (9-11)
Close Quarters Combat (12-14)
Breaking Contact (15-16)
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Chapter 1: Maneuvering

The ability to maneuver yourself in combat is of utmost importance. The difference between holding your position, and relocating yourself, may be the difference between life, and death. This has been learned time and time again, by many veteran soldiers. The ability to practice this skill and use it on the battlefield, will prove to be highly beneficial to you as a soldier.

You may find yourself in a combat situation, under many different circumstances. However, the most important skill, and lesson which must be learned, is the ability to move. Movement in a combat scenario, is highly foreign to the method in which a normal civilian moves. To casually stroll aimlessly would surely mean death. You may have several reasons to relocate from your position, the manner of how you do it is important.

When moving anywhere, it is vital that you maintain a low profile, and be highly agile. The taller your posture is, the more of a target you are. So, maintain a “hunched over” posture when moving.

The second point, which is equally as important: to never be moving for more than 4 seconds in the open. The reaction time for a trained enemy soldier is on average 4 seconds before they can accurately shoot you. This means you must move fast, in short distances. Never just “hail mary” sprint over a large open area. Try to move quickly between a small gap. After accomplishing a movement, always find cover* to emplace yourself behind. Rapid, successive movement may allow the enemy to not only track where you are headed, but also maintain a sight picture on you.

If a movement across a large gap is necessary, use all resources available to you, so that you may increase the likelihood of your safe travel. For example, use a smoke grenade to obscure the enemy's view of your route; or, have an ally provide heavy fire upon a known enemy position overlooking your route.

Once you have bridged a gap, you must evaluate your surroundings. Never move blindly, always, in the heat of the moment, consider the possible consequences and/or obstacles impeding your movement, and what position it will put you in afterwards.

When trying to move under discrete circumstances, the way in which you move must be highly thought out. Not a breath should go without thought first.
When trying to move in a stealthy fashion, always “roll” your feet. In the foot rolling technique, you must slowly, place the heel of your foot on the ground, and gradually put pressure on it. As you do so, you will then slowly lower the ball of your foot to rest against the floor. If you do it slow enough, and smooth enough, you will be able to walk without making an excessive amount of noise.

When climbing over an obstacle, always try to find out what is on the other side of said obstacle. Blindly climbing over a wall could mean you have now put yourself in the middle of a large enemy group.

Also, when climbing, attach your weapon and other large objects to your waist. Do not put your weapon on top of or over what you are climbing. Being caught climbing without your weapon can cost your life. You must be as swift as possible when climbing.

When crawling, stay as low to the ground as possible, if you have to, use your weapon as leverage to pull yourself forward. If, even just for a split second, you raise your back too high, that could give the enemy the perfect chance to shoot you.


Chapter 2: Cover & Protection

*The definition of cover, as defined by the IEM, “is any physical barrier, capable of stopping at least, an intermediate power cartridge rated to pierce an inch of solid iron”. This means, any tree, brick building, or other solid obstacle, can be considered as cover.

The difference between cover and concealment, is that cover stops bullets, concealment camouflages you. Concealment does not stop bullets.

Although cover stops bullets, it will be useless if you do not employ it effectively. When taking cover, you must consider the direction you are taking fire from, what type of bullet is coming at you, what type of material your cover is, and many more factors. If you are on the same side of the cover as the enemy, then it's doing no good.

As said in the previous chapter, cover is vital for moving between two locations. However, it has many more uses. Considering the wide range of objects and barriers the term “cover” encompasses, you can find cover anywhere. Cover is useful for almost everything: reloading, machine gun positions, mortar emplacements, scouting positions, shelters, and many more needs are practical examples of using cover effectively.

Always expose as little of your body beyond the cover as possible. Don't peek out with your whole head to see, just expose your eyes. Also, never appear from the same spot behind cover, move to a different spot if possible. If you emerge from the same position, the enemy already has their rifle aimed at that section, and if they are any good of a shot, will certainly kill you.

Cover in the form of a barrier is not the only form of anti-ballistic protection you can find. You as an Emnarian soldier have some protection built into your clothing, such as your flak jacket, or the helmet of your uniform. It is vital that you refrain from compromising the effectiveness of this armor; so, avoid things like drilling vent holes, or removing your helmet liner.

Anti-ballistic protection isn't the only form of protection though. Protection can be anything to maintain your or an object’s current state. This can be waterproof boots, your coat, or even shooting glasses.

Protection and cover can even be created by the soldier. Digging formations like foxholes, trenches, dugouts, and berms can be strong and effective protection from bullets and artillery. Dirt in itself, is one of the greatest materials to stop a bullet/shrapnel. It is also the most common material to find, the entire ground is made out of it.

These simple dirt works, especially when constructed in networks, can be extremely effective obstacles to impede enemy assaults. And in combat, all factors matter. So keep in mind, you can find cover anywhere, it just depends what you see from your perspective. Always keep your eyes peeled for things to protect you.


Chapter 3: Communication & Coordination

Communication is one of the most difficult things on the battlefield, and at the same time, the most important. Without effective communication, the entire effort of a unit can be all for not.

Over centuries, militaries have learned the true value of communication. From horse riding messengers, to the modern portable radio set, communication has only become more incorporated in modern militaries. However, it is still extremely difficult to maintain proper communication on the battlefield. This is why the IEM practices many redundant forms of communication.

Hand signals are the very basic form of communication on the battlefield. They allow anyone to communicate effectively, without requiring noise or a vocal sound. On the deafeningly loud battlefield, hand signals are a practical solution to communication. However, some people may confuse themselves with misinterpreted hand signals. That's why each platoon has their own radio operator. Their officers can communicate with other platoons, then personally deliver orders to their soldiers. Between the common private, and the rest of his squad/platoon, he must be able to communicate everything. Shouting is an easy, but sometimes ineffective way to communicate. Hand signals, colored smoke grenades, and radios are effective ways to communicate with other people and units.

Different colored smoke grenades are most commonly used for communication between a unit and a vehicle or vehicle formation. For example, it is quite common for purple smoke to indicate a “hot landing zone” to incoming transport helicopters. Green smoke on the other hand, indicates a safe LZ. Many examples of this clear and effective communication exist. Be sure to use it.

Communication between units is very important. There are many examples of times when confusion takes over because communication has failed, and men die needlessly because of it. If units have communication between each other, and their command, they can be infinitely more organized, and have much greater chances of success. A well organized, coordinated assault by two or more units can, and often has, been the deciding factor in many battles.


Chapter 4: Engaging The Enemy

In any combat, there will come a time when you must shoot back at the enemy. However, you cannot just turn around, and blindly fire. To make sure you are an effective part of your unit, you must make sure you are doing everything you can to kill the enemy.

In training, you are taught the best marksmanship skills Emnaria knows. And, as you well know, you cannot certify as an expert rifleman until you pass the rigorous and exhausting marksmanship course. However, you must know how to employ your great shooting skills in combat.

When returning fire at an enemy, you have to use all of the skills you have learned previously in this manual. Use effective cover, never emerge from the same spot, and always fire in bursts of 2 rounds.

There are different actions for different situations, but having 3 basic things is necessary: flanking maneuvers, heavy fire concentration, and as much air/fire support as possible.

If possible, always have a smaller fire team flank an enemy position. If possible do this discreetly. This flank will force the enemy to reconcentrate their resources, or suffer an envelopment.

A flanking maneuver should never go unsupported. Always utilize the main body (the force directly engaging the enemy) to provide supporting fire upon enemy positions. A machine gun, or even well placed, rapid rifle fire can be heavily beneficial to a flanking force. Under a hailstorm of bullets, enemies are far less likely to peek out and try to fire. Also, as is obvious, this fire has a chance of killing them.

Artillery support can be a huge aid in a firefight. Not only can it suppress enemy positions, but it can completely level them. If it doesn't completely destroy the position, it will suppress the enemy to prevent them from spotting, or at least shooting back at the flanking attack.

Support from ground attack aircraft can also be vital to preventing enemy reinforcement, or to simply try and blow up the enemy.

Transport helicopters can allow you to flank an enemy position without the risk of moving through enemy territory, and in a much shorter time.

To you, the average infantryman, just do your best not to get shot. Providing fire for your friendly flanking forces, or if you happen to be them, moving quickly, can be one of the most important things you can do.

The use of grenades and white smoke grenades can also be extremely beneficial. They can help mask movement, or clear an enemy out of an area. Fragmentation grenades can be useful in offensive and defensive situations.

In a defensive scenario, don't expose yourself from cover. Let the enemy come to you. If you stay in cover, you have the advantage, whereas, the enemy will be forced to move towards you, sacrificing their cover.


Chapter 5: Close Quarters Combat

Close quarters combat, also known as “CQC”, is a very real possibility for the Emnarian soldier. CQC in itself, is an exhausting, fast-paced part of combat which requires a constant state of violence from the soldier, even more so than a regular patrol.

CQC is like being in a constant ambush. You're always left guessing where enemies are, when they'll strike, and what they're doing. Therefore, you must be fully prepared for anything to happen, anywhere, at all times.

When entering a building, never enter alone. Anywhere you go, anyplace you enter, is a room. Every room must be cleared systematically.

The process of entering a room and securing it, is known as “clearing a room”. When clearing any room, at least three people are needed; seven are preferred. The process of clearing a room is simple, but it must be carried out rapidly and violently. The squad of (for the purposes of this scenario) seven soldiers will line up outside the door to the room. One person will take position on the opposite side of the doorway. When the sergeant gives the order, the soldier on the opposite side will kick open the door as hard as possible. The rest of the squad will then, with as much speed as possible, enter the breached door and move across the room. Each corner will be secured by at least 1 person. When moving to their positions, all soldiers will focus on the area of the room which hasn't been secured (i.e. middle of the room, or unoccupied corners). The rest of the soldiers will make their way to secure the middle of the room. The first few seconds of this breach are the most important. Nine times out of ten, the only shooting will occur in the first four seconds.

If the room is cleared as it should be, all hostiles inside should be dead within five seconds. Despite what you might think, the attacker here has the advantage. The defenders inside the room don't know when you'll breach the room, so their reaction time will be longer than yours. You are prepared to breach and shoot. If you are the first man inside the room, your job is to fire as many rounds in a short period of time as possible. The whole goal of this tactic is to overwhelm the enemy with firepower and shock. Grenades don't grow on trees, so unless you are aware of a heavy threat inside, refrain from using them. This tactic will work well as long as it is a well coordinated effort.

Areas like hallways or staircases are major chokepoints, don't charge into them blindly. These kinds of areas must be cleared strategically. In this situation, if hostiles are known to be at the end of the chokepoint, a fragmentation grenade works wonders. When advancing down a hallway, move in groups. Have two men move at a time, with supporting soldiers providing cover fire or guard for the moving soldiers.

Using smoke grenades in a hallway is advised against, as they blind you from seeing the enemy, and if the enemy already has been made aware of your presence, they may return with a grenade or machine gun fire. It's better to be aware than willingly blind.

Also if possible, find flanking corridors, stairs, or other places to outmaneuver your enemy. Trapping them in the corner of a building is a great advantage.

When moving up a staircase, always have at least three soldiers advance. Have one man dedicatedly watching the top of the staircase, one man watching the balcony behind them, and one man watching the railing on the side of the staircase. With all of these angles covered, you are less likely to be ambushed without any defense.


Chapter 6: Breaking Contact

When trying to break contact with an enemy, never just run away in the opposite direction. Always have an element covering your retreat. Whether it be on a tactical level, or for an entire division, there will always be some kind of rear guard force to protect an element when disengaging. Artillery may even be used to suppress an enemy and disable them from making chase.

On a platoon level, at least a squad should be defending the rest of the platoon when retreating. An automatic weapon is great for such duty, as it can heavily suppress a pursuing enemy. Air support can also monitor areas to disrupt enemies which may give chase.

Never retreat in exactly a straight line, one-hundred and eighty degrees from where you left. Always alter your course, that way enemy artillery won't be able to guess your position and hit you or your platoon.

Vehicle assisted evacuation/deployment is, as you well know, the trademark of the Emnarian military. You have multiple options to evacuate; these include: helicopters, trucks, trains, tanks, APCs, or even by marching if necessary.
Using smoke grenades can be an easy way to obscure enemy vision. If the enemy cannot see you, pursuing you is much more difficult. It can also prevent the enemy from targeting evacuation vehicles with atgms or artillery. Although smoke doesn't block thermal sensors, you have to know the general direction to aim the launcher.


The copy or unauthorized disclosure of information within this document is treason to the imperial government.

The information contained within this document is meant only for the eyes of members of the IEM. The sensitive information within this document is meant for training and education.

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Property of the IEM
Published November 4th, 1967

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