Standard Qualification 1: Difference between revisions

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First, '''alert''' your element. Some ways of doing this include yelling "''Contact!''", "''Enemy!''", "''Red air!''", and so on. If the contact isn't an immediate threat (e.g they are sky lining a hill multiple hundreds of meters away), you should still alert, but you can be less dramatic to set the tone. This sobers everyone up.
First, '''alert''' your element. Some ways of doing this include yelling "''Contact!''", "''Enemy!''", "''Red air!''", and so on. If the contact isn't an immediate threat (e.g they are sky lining a hill multiple hundreds of meters away), you should still alert, but you can be less dramatic to set the tone. This sobers everyone up.
{{Note|A compass bearing (e.g "''132!''") is ''sometimes'' useful. This is mainly appropriate for identifying a specific contact among multiple and time is permitting. Otherwise, just use a cardinal direction.|type=reminder}}


Second, '''orient''' your element to the direction of the contact. In order of preference, it's: cardinal direction (e.g "''North!''", "''South east!''"), clock bearing where element's direction of travel is 12 o'clock (e.g "''3 o'clock!''"), and then relative bearing (e.g "''Right!''", "''Left!''"). If the hostile is close enough to where it's an imminent threat, append ''any'' kind of phraseology that gives off urgency. This is normally done by yelling "''Close!"''.
Second, '''orient''' your element to the direction of the contact. In order of preference, it's: cardinal direction (e.g "''North!''", "''South east!''"), clock bearing where element's direction of travel is 12 o'clock (e.g "''3 o'clock!''"), and then relative bearing (e.g "''Right!''", "''Left!''"). If the hostile is close enough to where it's an imminent threat, append ''any'' kind of phraseology that gives off urgency. This is normally done by yelling "''Close!"''.
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=== Bounding overwatch ===
=== Bounding overwatch ===
A technique deployed to maximize the safety of multiple elements while still advancing on an enemy position is to perform ''bounding overwatch''. There are 2 types used by EDC. If bounding is called but not specified, assume successive is going to be used. Bounding can be used at the fireteam, squad, and platoons levels.
A popular means of advancing on a position while attempting to maintain the safety of friendly elements is ''bounding overwatch''. There are 2 variations: successive and bounding. Note that both types are feasible at the fireteam, squad, and platoon levels. At a platoon level, elements are squads. At the squad level, elements are fireteams. At the fireteam level, elements are groups of 2-3 soldiers.


==== Successive ====
==== Successive ====
[[File:GQI1-bounding-overwatch-successive.png|none|thumb|437x437px|A visual depiction of how successive bounding overwatch works.]]
[[File:GQI1-bounding-overwatch-successive.png|none|thumb|437x437px|A visual depiction of how successive bounding overwatch works.]]
This is when ''Element A'' moves up to a position 1, then, they hold and maintain security for ''Element B'' while ''Element B'' moves up to a position on the same line as position 1. Think of it like maintaining a line formation. Then, ''Element B'' holds for security and waits for ''Element A'' to go to a position 2. Then ''Element B'' moves up to ''Element A'' on the same line and the cycle continues.
Successive bounding is when 2 elements approach a position by having ''Element 2'' sit still and maintain security, then having ''Element 1'' move up (i.e bound up) to a position ahead. Then ''Element 1'' takes over security at the new position while ''Element 2'' bounds up to ''Element 1'' in a manner where they are roughly in line with ''Element 1'' but not on top of them. This cycle continues.


This variation is slower, but grants a high degree of security, as there is always an element that can ''immediately'' engage a contact with ''no'' risk of cross-fire if contact should present itself.
This variation is slower, but grants a high degree of security, as there is always an element that can ''immediately'' engage a contact without risk of cross-fire.


==== Alternating ====
==== Alternating ====
[[File:GQI1-bounding-overwatch.png|none|thumb|437x437px|A visual depiction of how alternating bounding overwatch works.]]
[[File:GQI1-bounding-overwatch.png|none|thumb|437x437px|A visual depiction of how alternating bounding overwatch works.]]
This is functionally the same as successive except the elements pass one another with the intent of increasing speed . So, ''Element A'' goes to position 1, holds for security , and then ''Element B'' goes to a position 2 {{Emdash}} which is '''ahead''' of ''Element A.'' Then, ''Element B'' holds for security and waits for ''Element A'' to go to a position 3 which is ahead of ''Element B''. Again, the cycle repeats.
The same principles apply here, except instead of maintaining a line with each other, instead, elements continually pass ahead of one another. So ''Element 2'' holds for security while ''Element 1'' bounds up. Then, ''Element 1'' holds for security while ''Element 2'' bounds up '''and passes''' ''Element 1'' to another position ahead. The cycle continues.


This variation is faster, but security is sacrificed, given that cross-fire may cause a reduction in the ability to engage a contact.
This variation is faster, but security is sacrificed, given that cross-fire caused by being ahead or behind one another may reduce the ability to suppress contact.


==== Engaging contact while bounding ====
==== Engaging contact while bounding ====