Part D) PATROL ORDER: Information pertaining to patrols, you will always have alternates, even a complete alternative sheet. CALL SIGN/SHACKLE SHEET: this is all info used in communicating i.e. call signs for mission success, failure, abort, medivac, all secure, friendly & or foe WIA KIA MIA etc. there would be a section called a Shackle sheet for encoding of numbers. Morse code etc...
1) Unit information – call sign, name used to refer to your unit. Frequency, channel or ph. number.
2) Unit position – call sign, grid coordinates (Gs), could also be address. Feature of recognition (F.O.R.) some sort of land mark for others to find your location, or for you to use upon return.
3) Time of departure– time patrol is set to start. Use 24 hr & synchronize with all involved.
4) Point of departure– call sign, Gs, F.O.R., Estimated time of arrival (ETA) that is when you should be there & prepared to leave.
5) Line of departure– call sign, Gs, F.O.R., E.T.A., in this case E.T.A. is when you will arrive at line of departure. At which time contact with foe is not only possible it is likely.
6) Patrol routes - call signs, cardinal or azimuth direction, distance or time to remain on course. F.O.R. & suggested formations. There are multiple routes & you need reminding that you are on track. There for you will have call signs & features (plural) of recognition. Usually F.O.R. indicates a change in formation. So unit is better situated for different terrain.
7) Check points – call signs, Gs, F.O.R., ETA. Ck pts are usually in the rg of 1km in jungle terrain. They are intersections of patrol routes; normally indicate a change in course. You well check your location & orientation do a roll call, check weapons, equipment, make any adjustments to schedules at these points.
8 ) Rally points - call signs, Gs, F.O.R. rally points are locations Marines can regroup with one another if they get separated. There is a FINAL RALLY POINT (FRP) that is used for regrouping after your unit has gone though objective. Because you will often scatter & leave objective in all directions, so witnesses cannot make guess as to your general direction of travel, or your next objective. This also gives each Marine chance to spot any enemy scouts or reinforcements. If you are spotted on your way to the FRP. You should lead foe away. The FRP dose have an ETA because you will not won’t to wait around there very long. You also have a password or signal & avenue or direction of approach, also approach time intervals. Example, at hour or half hour marks. A rule of thumb is 1 or 2 can brake all the rules, many not any. This keeps you from killing some poor delirious just trying to get there bastards. 1 or 2 troops are not going to take your position. Large units on the other hand have no excuse. You can also post a Reception unit out in direction of approach (like a door butler). This unit can also serve as a maneuver counter attack unit if FRP is attacked. Note in some circumstances (deep in enemy terrain with only one extraction point) it is safer for the entire unit to withdrawal from objective as a fighting column. Note IMO there is no real benefit to what most manuals refer to as FRPs just before assault.
9) Objective– call sign, Gs, F.O.R. for air operations, features that stand out from the ground may not make good landmarks from the air, especially at night. These are the sort of things you should be looking for: Coastline in distinctive stretches, especially with breaking surf or white sand beaches, river mouths over 100 meters wide or sharp promontories or inlets. Bends in rivers more than 100 meters wide. Heavily wooded banks will reduce their visibility. Canals, their straight course & consistent width make them easy to spot, except where the surrounding countryside follows a uniform pattern. Lakes at least a ½ sq mi in area with a distinctive shape or feature. Woods a sq mi or more in size, with clear-cut boundaries or some special identifying feature. Major road & highway intersections. The general plan of attack; Who, what, where, when, why, how. In defense a unit doubles or triples its combat power. The 3/1 ratio applies not just to Infantry but equipment. Ratio varies with size of force, platoon level maybe 10-1, theater 1-1 or 1-2. because only small part of terrain fought over at a time. But with larger ratio less time to win. Info good, terrain/weather good day raid. Info bad, terrain/weather bad night raid. The worst the weather, longer the battle, more fatigue, greater the casualties.
10) Support and reserves and R.O.E. – there would be a list including Units, equipment or weapons available fallowed by grid co ordinances designating, areas (i.e. boxes or squares) where units could provide support. Basically you only need to know, how to contact (call signs and frequencies are located on call sign shackle sheet) and how and where unit can help you. NOT THEIR LOCATIONS this is so if any foe gets hold of your units Patrol order, they do not have all other units’ locations. Rules of engagements, any specifics. Troops most remember the political & psychological impact of their actions. Local populations may be neutral or have luke warm feelings for the foreign forces. Excessive use of force can cause locals to support foe.