LIBERTY & LEAD

FIELD TRAINING MANUAL • U.S. FORCES

Field Training Manual

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LIBERTY & LEAD • HELL LET LOOSE OPERATIONS

FIELD TRAINING MANUAL

Purpose: Establish a common standard for communications, formations, and battle plans.
Result: Coordinated squads, disciplined leadership, and consistent victories.

I — Command & Duties

Commander: Sets intent, allocates resources, coordinates armor and artillery. Issues short, achievable orders.

Squad Leader: Enforces squad discipline, places OPs, coordinates supply, marks targets, reports to command.

Squad Member: Executes orders. Reports contacts clearly. Supports the plan over personal score.

Rule: Arguments do not occur in command chat. Disputes are handled after the operation.

II — Communication Doctrine

Keep it short. Speak only to report information or issue/confirm orders.

  • Use bearings, grid squares, and landmarks.
  • Report type + location + direction of movement.
  • Do not talk over command traffic.

Good: “Enemy infantry, bearing 285, hedgerow north of chapel, moving east.”

Bad: “They’re over here! I’m getting shot!”

Command Chat: SLs only. No narration. No emotion. Only contacts, intent, requests.

III — Map, Marks, Reports

  • Check map every 15–30 seconds.
  • Mark only what you see or confirm.
  • Remove outdated marks. Bad intel kills assaults.

Report format: “What / Where / Movement / Strength.”

Example: “Medium tank, E5 keypad 7, moving south, infantry escort.”

IV — Movement & Formations

Spacing: 5–10 meters minimum. Do not clump. Do not skyline ridges.

Column: Default travel through hedgerows/roads. SL front. AT rear.

Line: Assault formation. Spread wide. Advance by bounds.

Wedge: Contact likely. SL center. Firepower on flanks.

Bounding Overwatch: One element moves while the other covers. Never have the whole squad moving under contact.

V — Attack & Assault Plans

Principle: Garrisons win battles. The objective is captured by denying spawns and controlling approaches.

  • Establish attack garrison outside the strongpoint.
  • Identify and destroy enemy spawns first.
  • Attack from two directions minimum.
  • Use smoke to block sightlines, not friendly fire lanes.

Do Not: Rush main roads, spawn-trickle into MG fire, or smoke your own shooters.

VI — Defense & Counterattack

Principle: Defense is active. Hold approaches and maintain early warning.

  • Build multiple garrisons around the point.
  • Keep one fallback garrison safe.
  • Patrol and intercept; do not all sit inside circle.
  • Counterattack immediately when the point is contested.

Engineer: Wire and mines on approaches. Nodes maintained. Repairs immediate.

VII — Garrisons, OPs, Supply

Outpost: Move it forward safely. Replace often. Never place in obvious lines of travel.

Garrison: Space correctly, defend it, and keep it quiet. A garrison is a weapon.

  • Support announces supply drops.
  • SL confirms placement and purpose.
  • Supplies are spent with intent, not impulse.

VIII — Armor & AT Doctrine

Infantry to Armor: Screen tank flanks, mark AT threats, clear hedgerows and trenches.

Armor to Infantry: Hold angles, do not overextend, work with the push.

Anti-Tank: Ambush, don’t duel. Prioritize side/rear shots, coordinate traps.

Armor Report: “Type / Grid / Direction / Escort.” Example: “Panther, F6, moving west, two squads nearby.”

IX — Artillery & Fire Support

  • Fire on marked targets only.
  • Cease fire when friendlies close distance.
  • Do not request artillery on vague intel.

Effective arty: suppresses spawns, denies routes, breaks defenses before an assault.

X — Common Battle Plans

Flank & Pin: One squad fixes the enemy. One flanks wide. One cuts spawns.

Defensive Hold: Two squads defend. One patrols approaches. One counterattacks.

Delay & Fallback: Trade ground slowly. Maintain fallback garrisons. Bleed momentum.

XI — Discipline & Conduct

  • Respect players and orders.
  • No griefing, sabotage, or intentional team damage.
  • Follow admin direction immediately.
  • Appeals occur after the match through proper channels.

Final: Liberty & Lead is a unit. Act like one. Win like one.

Quick Reference

If you remember nothing else: Build garrisons. Keep comms clear. Attack from two angles. Counterattack immediately.

Report contacts with: WHAT WHERE DIRECTION STRENGTH.