Thread: Leaving for Iraq?
03-04-2005, 10:33 PM #1
- Join Date
- Feb 2005
Leaving for Iraq?
Anyone leaving out on April 11th? Like to talk to those who are, try to get to know each other before we get there. Thanks..
03-05-2005, 01:34 PM #2
remember these things when you get there
Friendly fire - isn't.
Suppressive fires - won't.
You are not Superman; Marines and fighter pilots take note.
If it's stupid but it works, it isn't stupid.
Try to look unimportant; the enemy may be low on ammo and not want to waste a bullet on you.
If at first you don't succeed, call in an airstrike.
If you are forward of your position, your artillery will fall short
All 5 second grenade fuses burn down in 3 seconds
Never share a fighting position with anyone braver than yourself.
When your attack is going really well, its an ambush
Never forget that your weapon was made by the lowest bidder.
The enemy diversion you're ignoring is their main attack.
The enemy invariably attacks on two occasions: when they're ready. & when you're not.
No OPLAN ever survives initial contact.
There is no such thing as a perfect plan.
A retreating enemy is probably just falling back and regrouping.
The important things are always simple; the simple are always hard.
The easy way is always mined.
Teamwork is essential; it gives the enemy other people to shoot at.
Don't look conspicuous; it draws fire. For this reason, it is not at all uncommon for aircraft carriers to be known as bomb magnets.
Never draw fire; it irritates everyone around you.
If you are short of everything but the enemy, you are in the combat zone.
When you have secured the area, make sure the enemy knows it too.
Incoming fire has the right of way.
No combat ready unit has ever passed inspection.
No inspection ready unit has ever passed combat.
If the enemy is within range, so are you.
The only thing more accurate than incoming enemy fire is incoming friendly fire.
Radios will fail as soon as you need fire support.
Anything you do can get you killed, including nothing.
Make it too tough for the enemy to get in, and you won't be able to get out.
Tracers work both ways.
If you take more than your fair share of objectives, you will get more than your fair share of objectives to take.
When both sides are convinced they're about to lose, they're both right.
Fortify your front; you'll get your rear shot up.
Weather ain't neutral.
If you can't remember, the Claymore is pointed towards you.
The Cavalry doesn't always come to the rescue.
Mines are equal opportunity weapons.
The one item you need is always in short supply.
Interchangeable parts aren't.
It's not the one with your name on it; it's the one addressed "to whom it may concern" you've got to think about.
When in doubt, empty your magazine.
Combat will occur on the ground between two adjoining maps.
If you can keep your head while those around you are losing theirs, you may have misjudged the situation.
If two things are required to make something work, they will never be shipped together.
Anything you do can get you shot, including nothing.
Whenever you lose contact with the enemy, look behind you.
The most dangerous thing in the combat zone is an officer with a map.
The quartermaster has only two sizes, too large and too small.
If you really need an officer in a hurry, take a nap.
There is nothing more satisfying than having someone take a shot at you, and miss.
If your sergeant can see you, so can the enemy.
You'll only remember your hand grenades when the enemy is too close to use them.
The spare batteries for the PRC-whatever your troops have been carrying are either nearly dead or for the wrong radio.
The ping you heard was the antenna snapping off at 6 inches above the flexmount, while a fire mission was being called in on a battalion of hostiles who know your position.
Know why short RTOs have long whips on their radios? So someone can find them when they step in deep water.
The enemy "Alway's" times his attack, to the second you drop your pant's in the Latrine!!
The ammo you need "NOW"!! is on the "Next" airdrop!!
The enemy inevitably attacks on two occasions: when they're ready and when you're not.
Field experience is something you don't get until just after you need it.
If your ambush is properly set the enemy won't walk into it.
The best beach weather always occurs when you are in the field wearing MOPP 4.
No matter how carefully you pack, a rucksack is always too small.
No matter how small, a rucksack is always too heavy.
No matter how heavy, a rucksack will never contain what you want.
No matter what you need, it's always at the bottom.
If you receive two contradictory orders, obey them both.
There is no limit to how bad things can get.
Be aware of what is going on around you by staying in condition yellow.
Have a plan or two. (If not, a "Last Will & Testament will do.)
Corollary: No plan survives contact with the enemy.
Bring the biggest weapon you can handle.
Let close air support or artillery soften-up the target for you.
Make use of available cover.
Remember the difference between concealment and cover.
Don't get shot (Use cover to your advantage).
Place your shots well.
Pay attention to where your shots fall.
Never turn your back on an armed bad guy, even if he's down.
A "sucking chest wound" is nature's way of telling you to slow down.
Never assume your opponent is out of ammo.
Bring lots of ammo.
In combat, you will be scared. You will have a tendency to shoot high. Be aware of this and aim low.
Don't quit just because you're hit; GET EVEN!
Never quit, period.
There is no prize for second place.
There's no such thing as "unfair advantage."
Professionals are predictable, it's the amateurs that are dangerous.
Anything you do can get you shot, including nothing.Steve
Proud member of the IACOJ
"I've got no respect for any young man who won't join the colors."
~Gen. Nathan Bedford Forrest, CSA
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