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THE ART OF WAR - Part I - Laying Plans
THE ART OF WAR - Part II - Waging War
THE ART OF WAR - Part III - Attack By Stratagem
THE ART OF WAR - Part IV - Tactical Dispositions
THE ART OF WAR - Part V - Energy
THE ART OF WAR - Part VI - Weak Points and Strong
THE ART OF WAR - Part VII - Maneuvering
THE ART OF WAR - Part VIII - Variation in Tactics
THE ART OF WAR - Part IX - The Army on the March
THE ART OF WAR - Part X - Terrain
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THE ART OF WAR - Part XII - The Attack by Fire
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THE BILL OF RIGHTS
THE CONSTITUTION OF THE UNITED STATES
THE DECLARATION OF INDEPENDENCE
THE FEDERALIST PAPERS - The Importance of the Union (1-14)
THE FEDERALIST PAPERS - Defects of the Articles of Confederation (15-22)
THE FEDERALIST PAPERS - Arguments for the Type of Government Contained in the Constitution (23-36)
THE FEDERALIST PAPERS - The Republican Form of Government (37-51)
THE FEDERALIST PAPERS - The Legislative Branch (52-66)
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THE MYTH OF POSSE COMITATUS ACT OF 1878
TRACKING PATROL
URBAN OPERATIONS
WEAPONS OF MASS DESTRUCTION QUICK REFERENCE GUIDE
WEAPONS QUALIFICATION
WHAT IS THE MILITIA
WRITTEN EXAMS
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All information on this page is courtsey of Tire Iron.

CQB Part 1 - the Basics
We are going to do this in "bite sized" threads - so this is the first "bite".

OK – here is the scenario.

You and three of your buddies/team-mates are with your families in the big city for a major holiday. The families consist of a few toddlers, a baby or two, and maybe some smaller children (5 years old or so). All of you (you and your three buddies) have trained together for years – and you are all armed with Glocks in CCW attire. And – as is SOP for you – you each have at least one spare/extra magazine and a light source too.

While you are enjoying a much needed family outing – a major riot breaks out – the scale of the LA riots in the 80’s. The riot is coming from the direction where your vehicles are parked – so you don’t want to head that direction.

You also all immediately recognize that you cannot make a run for it – because you have too many small children. In this instance – perhaps the best course of action would be to secure a room and wait for the main portion of the riot to pass by – and then either try to make your way out – or to wait it out in the room. Your call.

Note that what “securing a room” entails is at a minimum “breaking and entering” to possibly much more serious charges. But it is that or taking your chances with the angry mob outside that seems bent on racial violence.

In order to minimize the potential civil and criminal charges later – you choose what you hope is an unoccupied office/apartment. It STILL needs to be “cleared” though.

Here is how to do that.

“Room Clearing” is DANGEROUS business – but it is business that sometimes must be done.

First off – lets look at some terminology.

STACK – the group of assaulters that will clear the room. A stack is a MINIMUM of two assaulters – but more is better. The stack is formed outside just prior to the assault – usually right by the point of entry (which is usually a door.)

BREACHER – the assaulter that opens the door, window, etc. The only rule about the breacher is that he is always the LAST guy in the stack to enter the room.

FATAL FUNNEL – the area of the doorway. It is called the FATAL FUNNEL because it draws everyone’s attention – and GUNFIRE. To remain in the FATAL FUNNEL is DEATH to you and your team-mates. The FATAL FUNNEL must be negotiated as QUICKLY as possible.


There are two categories of entry – “static” and “dynamic”.

STATIC entry/clearing is for when you have the time to go slow – such as clearing your own house at night when you think your house has been invaded by a bad-guy. For static clearing – you think 100% in terms of “working the angles” – or slicing the 1,000’s of pie’s in every room.

DYNAMIC entry/clearing is done in a “blast”. The room is quickly dominated through speed and aggression. Dynamic entry has been broken down into two different methods – “stacking” and “stackless”. Case in point – while you are all running to the building you have chosen – you don’t want to “stack” outside the front door and waste precious time getting in “stack”.

What I would envision is that three of you leave the main group and SPRINT over to the building and IMMEDIATELY enter the front door which is a hallway. THEN – AFTER the hallway is “secure” – go ahead and “stack” outside the office/apartment door prior to entry. (Stackless entry is VITAL if you are already receiving incoming fire. You don’t have time to “stack” out there while under fire.) You would enter the final room only after the whole group is secure in the hallway. The guy you left with the group would provide security for the group – and would also act as your “six”. He would provide security in the hallway too prior to entry.

Here are all the necessary elements of CQB:
1. Planning
2. Preparation
3. Intelligence
4. Coordination
5. Execution
6. Safety
7. Training
With our scenario above – the planning and preparation have occurred LONG before the visit to the city. The intel gathering came when you saw the unruly mob approaching your area. You then coordinated with each other about what to do (go to ground and secure a safe place to hole up). Then you executed that plan – SAFELY. (Safely means that no one got hurt except those that you intended to get hurt.) Then when you get back home you will do an AAR and analyze what you could have done better and add that to your training.

Here are the Five Principles of CQB:
1. Number 1 man is never wrong
2. Move through the threshold/fatal funnel (Don't stop)
3. Occupy your sectors of fire (Points of Domination)
4. Cover your buddy
5. Dominate the room

Here are the Five Fundamentals of CQB:
1. Speed
2. Surprise
3. Violence of Action (some call it “Shock Action” to keep it all “S’s”)
4. Simplicity (K.I.S.S. – cause Murphy will be along for the ride)
5. Safety (have a “fail safe” breach – and know you sector of fire)

The Four Danger areas of CQB are known as “3CS”:
1. Corners
2. Ceilings
3. Closets
4. Stairs

STAY OFF OF THE WALLS! When in stressful situations – you will want to “lean” on a wall. DON’T. If you do – you will “drag” the wall as you move – MAKING NOISE. Noise is a target indicator that someone will eventually shoot at. MOST bullets go through MOST walls. This is especially true when in the stack! Most men – especially new guys – will want to lean against the wall while in a stack. DON’T DO IT! DON’T ALLOW IT!

While in the stack – ALL firearms are pointed at the ground. This allows for unobstructed vision, and un-encumbered movement and SAFETY for the team. Think of it this way – if you buddy behind you has an ND (Negligent Discharge) – do you want the bullet in your foot – or in your head?? In the stack – the safety is ON! Fingers along side trigger guard.



As SOON as movement starts the firearms (be they long or short) can be brought to approximately a 45 degree angle. Then – as SOON as the FATAL FUNNEL has been negotiated – bring your firearm up to almost eye level, and into your “firing” position. While negotiating the Fatal Funnel the safety can come off – but the firing finger is ALONG SIDE the trigger guard – not IN the trigger guard. The firing finger only enters the trigger guard immediately prior to shooting – NOT BEFORE. You want FULL eye vision – but with the firearm “almost” at eye level so quick shots can be delivered. The barrel of the firearm should be parallel with the floor – or close to parallel – so if you have to shoot – it will at least be a hit – even if it is low. (With a handgun the arms can be bent and relaxed – yet the muzzle will still be parallel with the floor – so shots can be fired from this position. It is also FAST and EASY to bring the pistol out to full extension for more precise shot/s.)



The CORNERS must be DOMINATED FIRST! ESPECIALLY the corners adjacent to the point of entry. That means the #1 and the #2 man will NOT take the center of the room. At this point they will pretend the center of the room does not even exist.

Remember the “danger areas” of CQB?? Corners are the FIRST danger area – so the corners are the HIGHEST priority. If you fail to dominate the first set of corners – you fail to dominate the room. If you fail to dominate the room – your team has failed its mission.

There are also some physiological and psychological reasons why the #1 and #2 man go in opposite directions too – but I don’t want to go into all of that. Just do it this way and live – or do it another way and die. Your choice.

OK – this is the end of the first installment into CQB. Are there any questions regarding the material we have covered so far?? Go ahead and ask whatever you want – but I will delete any and all off topic posts – so don’t get offended when I do that – just know that your question would best be posed at a later date if it doesn’t pertain the information above. This thread is mainly everything that needs to happen just PRIOR to entry. It is all the information a team needs to know and do to be ready to “go in”. - information courtsey of tireiron

CQB Part II - Hallways 101
You were the first guy to enter the hallway – with your Glock in the “Sul” position. As you entered the hallway – had you seen anyone – you would have made a “heartbeat” decision as to whether or not they posed a threat. The odds are – they wouldn’t pose a threat – and at that time you would yell “Building Security – please return to your rooms immediately!”

You would be providing sole frontal security at this time. Only a second or two behind you would be your other two team-mates. (Remember the fourth team member is hustling the families to your location and are just 10-20 seconds behind you.)

As your team mates enter – they take up their security positions.

It would look like this:

Front view


Top view


Notice that the whole hallway is covered. The team can move like this with relative security – but hallways are dangerous places to move – as EVERY door, window, coke machine, table, air-conditioning vent, etc. – is a danger area. You MUST think in terms of a 360 degree hostile environment. Ceilings, walls, floors, front and back. Continuously scan these areas within your Sector of Fire.

You pretty much wait by the front door – covering the hallway – until the whole group is there – then you will assemble into the 4 man hallway security formation. It looks like this: (Be advised that the women and children are in between the 3 man group and the 4th man.)

Front View


Top view


You will be continuously communicating to your team-mates –and they to you. “Moving” “Closed door right” “Coke machine left” etc. ANYONE can stop or halt the movement by saying “Stop” – then communicating why.

If you are searching for bad-guys - movement will be slow and deliberate – a few feet per second is a good rule of thumb. However – in this instance you are just looking for a “safe room” and can move quicker.

In a “textbook” building clearing you NEVER pass by a door that you haven’t cleared that room. However – in this case – you are not searching for bad guys – you are searching for a safe place to hide out. So – you won’t be taking the time clear the whole dang building. You will pick a room – and then clear it.

You are obviously wanting to pick a room that allows good security – and a 2nd way out – and one that provides good avenues of fire – should that become necessary. I would avoid 2nd floor (or higher) rooms – as riots tend to burn buildings down – and it would be “poor form” to be stuck on the 2nd story of a building when it is on fire. Although – from a security standpoint the first floor is the LEAST secure. As always there are trade-offs and compromises to be made. The choice is yours and your team-mates. Go with what you feel is best for the given situation – and adapt and overcome obstacles when they present themselves.

Once you locate what you think would be a “good room” – the three of you would “stack” outside the door – and the fourth man would provide rear security.

CQB Part III - Room Entries - One and Two Man
OK – now you are ready to “enter the room”.

First – some ground rules.

1. If the door opens “inward” (into the room) – always line-up on the opposite side of the doorway as the door knob.
2. If the door opens “outward” (into the hallway – or away from the room) – always line up nearest the door knob.
3. The only guy that will always break the rules above is the breacher – or the guy that opens the door. This way he is out of the way of the entry team – and he can go in last or stay out and provide security – which ever would be best.
4. #1 man takes 2 and #2 man takes 1 (corner – that is. #1 will typically take the first and second corner in the room – and the #2 man will take just one corner. Now if #1 falls down or something like that – communication can take place so that the #2 man will go ahead and take 2 corners – the #1 man will just take one corner.

By following the above rules – it allows the team the quickest and easiest access to the room.

Since we are doing a 2 man entry – the 2nd man is the breacher. He is standing on the door knob side of the door – because the door opens inward. He will just reach over and turn the knob and push if it is unlocked – or he will kick the door in – or he will pick the lock for a “stealth” entry.

The reason we are doing a 2 man entry – is so that we have full front and back security in the hallway.

For this type of scenario – doing damage to the door is BAD. Remember – this is your safe room – and a safe room without a front door is “bad”. So – pick the lock.

Once the door is unlocked – the #1 man will give the countdown – and the breacher will open the door on the count.

Now – what happens next will take A LOT longer to read than it does to do it. The millisecond that door is open – the #1 man is able to see the deep corner – he takes this knowledge with him as he is racing through the FATAL FUNNEL. In the millisecond that his mind needs to process it – he will decide if there is a threat there or not. HE DOES NOT STOP MOVING AT ALL DURING THIS TIME. He is headed for his corner. If he sees a threat – he can engage it WHILE MOVING to his corner. HE DOES NOT STOP MOVING AT ANY TIME. ALL SHOTS ARE DONE ON THE MOVE. (If he stops for whatever reason – he will create a bottleneck in the FATAL FUNNEL and the team may get killed.) DO NOT STOP MOVING!!!!!!!!

If #1 doesn’t engage the deep threat while moving to his first corner – he will engage the deep threat while moving to his second corner.

Here is our 2 men ready to enter. The #1 man is on the right - and the breacher is on the left. REMEMBER AT THIS POINT THE FIREARMS SHOULD BE POINTED AT THE GROUND! FIREARMS ARE BROUGHT TO BEAR ONLY AFTER THE FATAL FUNNEL HAS BEEN NEGOTIATED!!!(These little GIJoes arms and hands are hard to move around - so I left them all in "patrol carry" position - so look at where the GIJoe is standing - NOT at how they are carrying thier rifle.)



The door is open.


#1 man's view in the open room a millisecond before he enters.


#1 is entering - his Sector of Fire is "red" - #2 (also the breacher) Sector of Fire is "green"


#1 is on his way to his first of two corners


AS SOON AS #1 man is “out of the way” – our #2 man can begin his crossing of the FATAL FUNNEL. He too had a millisecond to view part of his eventual sector of fire. If there was a threat in his deep zone – he can engage it WHILE ON THE MOVE. So whether there is a deep threat or not - he continues to move towards his corner! Chairs, end tables, lamps, etc. are “cast” out of the way by kicking them – or elbowing or shouldering them.

The corners closest to the door are the biggest danger areas besides the FATAL FUNNEL. Those corners MUST be dominated QUICKLY – or all is lost. If these corners are not dominated QUICKLY - the team will be in a cross fire – from the flanks – and will die.

Besides – any bad guy in the “deep zone” had his OODA loop severely messed with when he sees two guys going in opposite directions. By the time he recovers and gets past the two “O’s” of OODA – our guys have dominated the room and have delivered fight stopping hits to the bad guy.

This cannot be stressed enough – THE CORNERS MUST BE DOMINATED!!!

#1 man is almost at his first corner - and #2 nearly is at his corner as well.

#1 man is on his way to his final corner - and #2 is turning to face his final sector of fire. This is a GREAT spot to hit any targets that may be in the center from a crossfire position. The #1 and #2 man's PRIMARY Sector of Fire is the colored portion - but a "target of opportunity" (in the center) can be engaged by either or both men.


Both of our men are at thier at final points of domination.


Once each man has reached his final area of domination – then communication picks back up – such as “One CLEAR!” – “Two CLEAR!” – or “Cover me while I check this area” – etc. Once it has be ascertained that the room contains no threat – then the team sounds off in order “One Clear” – “Two CLEAR” – etc. Once all men have sounded off in order, the #1 man in the room yells “ALL CLEAR”.

He then sticks his hand out the door – with thumb up – and invites the other team members and family in the hallway to enter.

Since this WAS an abandoned office – there wasn’t ANYBODY in the office – and the room was cleared without a hitch.

CQB Part IV Room Entries 3 and 4 man
This thread will cover 3 and 4 man entries.

TRAIN IN TWO MAN ENTRIES BEFORE TRAINING IN MULTIPLES!!

First – some ground rules THERE ARE SOME CHANGES FROM THE LAST THREAD SO READ THEM ALL AGAIN!!

1. If the door opens “inward” (into the room) – always line-up on the opposite side of the doorway as the door knob.
2. If the door opens “outward” (into the hallway – or away from the room) – always line up nearest the door knob.
3. The only guy that will always break the rules above is the breacher – or the guy that opens the door. This way he is out of the way of the entry team – and he can go in last or stay out and provide security – which ever would be best.
4. #1 man takes 2 and #2 man takes 1 (corner – that is. #1 will typically take the first and second corner in the room – and the #2 man will take just one corner. Now if #1 falls down or something like that – communication can take place so that the #2 man will go ahead and take 2 corners – the #1 man will just take one corner.
5. #3 man follows #1 man – and #4 man follows #2 man.

By following the above rules – it allows the team the quickest and easiest access to the room.

Since we are doing a 4 man entry – the 4th man is the breacher. He is standing on the opposite side of the door from the door knob – because the door opens outward. He will just reach over and turn the knob and pull it if it is unlocked – or he will pick the lock for a “stealth” entry. (Or blow off the hinges/lock with his shotgun if he has “breaching rounds”.)

Once the door is ready to be breached – the #1 man will give the countdown – and the breacher will open the door on the count.

Since there is more than one man besides the #1 man – communications can go something like this:

#1 man: “Need FOUR – STACK ON ME!”
#2 man – when right behind #1: “GOT TWO”
#3 man – when right behind #2: “GOT THREE”
#4 man – when right behind #3: “GOT FOUR”

#1 man – “CLOSED DOOR LEFT – BREACHER UP!”
all: “CLOSED DOOR LEFT – BREACHER UP!”

Once breacher figures out how he is going to breach the door - and once he is TOTALLY ready – he will give the #1 man a “thumbs up”.REMEMBER AT THIS POINT THE FIREARMS SHOULD BE POINTED AT THE GROUND! FIREARMS ARE BROUGHT TO BEAR ONLY AFTER THE FATAL FUNNEL HAS BEEN NEGOTIATED!!!(These little GIJoes arms and hands are hard to move around - so I left them all in "patrol carry" position - so look at where the GIJoe is standing - NOT at how they are carrying thier rifle.)


#1 to BREAHCER: “ON GO! THREE, TWO, ONE – GO!”
Breacher blows door.

IMMEDIATELY the team enters room.

Now – what happens next will take A LOT longer to read than it does to do it. The millisecond that door is open – the #1 man is able to see the deep corner – he takes this knowledge with him as he is racing through the FATAL FUNNEL. In the millisecond that his mind needs to process it – he will decide if there is a threat there or not. HE DOES NOT STOP MOVING AT ALL DURING THIS TIME. He is headed for his corner. If he sees a threat – he can engage it WHILE MOVING to his corner. HE DOES NOT STOP MOVING AT ANY TIME. ALL SHOTS ARE DONE ON THE MOVE. (If he stops for whatever reason – he will create a bottleneck in the FATAL FUNNEL and the team may get killed.) DO NOT STOP MOVING!!!!!!!!


AS SOON AS #1 man is “moving” – our #2 man can begin his crossing of the FATAL FUNNEL. He too had a millisecond to view part of his eventual sector of fire. If there was a threat in his deep zone – he can engage it WHILE ON THE MOVE. So whether there is a deep threat or not - he continues to move towards his corner! Chairs, end tables, lamps, etc. are “cast” out of the way by kicking them – or elbowing or shouldering them.

The corners closest to the door are the biggest danger areas besides the FATAL FUNNEL. Those corners MUST be dominated QUICKLY – or all is lost. If these corners are not dominated QUICKLY - the team will be in a cross fire – from the flanks – and will die.

Besides – any bad guy in the “deep zone” had his OODA loop severely messed with when he sees two guys going in opposite directions. By the time he recovers and gets past the two “O’s” of OODA – our guys have dominated the room and have delivered fight stopping hits to the bad guy.

This cannot be stressed enough – THE CORNERS MUST BE DOMINATED!!!

Number 3 man follows #1 man to the same side of the room – but he stops about 1 meter in the room – and 1 to 2 meters towards the wall so he gets out of the FATAL FUNNEL. He can begin engaging center targets at any time.


Number 4 man follows #2 man to the same side of the room - but he stops about 1 meter in the room – and 1 to 2 meters towards the wall so he gets out of the FATAL FUNNEL. He can begin engaging center targets at any time.


Once each man has reached his final area of domination -



– then communication picks back up – such as “One CLEAR!” – “Two CLEAR!” – or “Cover me while I check this area” – etc. Once it has be ascertained that the room contains no threat – then the team sounds off in order “One Clear” – “Two CLEAR” – etc. Once all men have sounded off in order, the #1 man in the room yells “ALL CLEAR” – and then “DRY HOLE” – or “TWO TANGOS DOWN” or whatever if any bad guys got nailed – “TWO TANGOS SECURE” once they are flex-cuffed or whatever.

Someone then will yell out “STACK ON ME!” and then #2 man will yell “Got two” – and so on.

Then #1 man sticks his hand out the door – with thumb up – and yells “COMING OUT” – and someone in the hallway will respond back “COME OUT”.

Obviously if ANYONE was inside – most if not all of you will stay in the room to ensure that the room remains secure. One man can go out in the hallway (using the same procedure above) and lead in the search team, medical teams, MP teams to haul away prisoners, etc.

Note that 3 man entry is the exact same at 4 man entry – the only exception being that there is not a fourth man.

FOR LIKE MINDED PATRIOTS WHO WANT TO SURVIVE ANY AND ALL SITUATIONS THAT THEY MAY FACE.