Training - Fire Team Leader Scenario: Break Contact
Objective
The fire team must disengage from an OPFOR ambush and reach a designated safe point (e.g., 100 meters away) without losing more than one member.
BLUFOR should be allowed to reach their objective, unless otherwise modifying scenario.
Duration
- 20 minutes gameplay / time limit
- 5 minutes AAR (timebox to maximize reps)
OPFOR Rules
This scenario is designed to build up BLUFOR skillset on react to contact and breaking contact, and retreating to a safe objective point while under pressure and stress of being pursued by OPFOR. By design, BLUFOR should always win, unless specifically modifying for harder difficulty (e.g. after experience running this multiple times).
Team Size
1–4 players positioned to ambush at a choke point 5 minutes into the scenario.
Hit Rules
- Must retreat and wait ~60 seconds before continuing puruit and engagement
- Unlimited lives/respawns
Instructions
- OPFOR is allowed unlimited ammo, magazine capacity, reloads if necessary, to maintain pressure on BLUFOR
- OPFOR should pursue BLUFOR after the breaking contact has been initiated
- OPFOR should continue keeping pressure on and off while BLUFOR moves to their objective
- Ease up on pressure/contact to allow BLUFOR to successfully reach objective
- OPFOR should react to suppressing fire by BLUFOR, taking cover or retreating
- OPFOR may need to purposely avoid accuracy while keeping pressure on BLUFOR to keep them moving, while avoiding wiping them out (with default rules)
- OPFOR should push harder with fire rate and accuracy if BLUFOR seems to be stuck, not moving/reacting, frozen, not making decisions
BLUFOR Rules
This scenario is designed for BLUFOR to be on a patrol or generally traveling towards a position, when ambushed by OPFOR. They should react to contact, break contact, and retreat to the safe zone objective point, while dealing with casualty under fire if team members are hit by OPFOR.
- BLUFOR has 20-minute time limit to reach the safe point with all of their team members
- BLUFOR has limited ammo (mid-cap mags loaded with close to 30 BBs, with maximum 210 BBs per player, to simulate combat loadout and force reloads)
- One BLUFOR player carries a mock “critical supply” (e.g., a backpack) that must reach the safe point.
Hit Rules
- Casualties are revived using TQ application by medic role or buddy aid if no medic role assigned
- Every team member may be revived two times
Leadership Skills Trained
- Decisiveness/Adaptability (Army: sound judgment; Marine: decisiveness): React to the ambush and choose to retreat or counterattack (always retreating in this scenario).
- Communication (Marine: keep informed; Carnegie: clear orders): Issue concise commands (e.g., “Peel left, move!”).
- Resilience (Marine: endurance; Carnegie: enthusiasm): Maintain team focus under fire.
- Tactical Competence (Army: competence; Marine: knowledge): Use cover and bounding maneuvers to disengage.
- Avoiding "Mexican Standoff", team leader needs to make a decision and not just keep the team static exchanging rounds with OPFOR
BLUEFOR Execution
- The leader briefs the team on the route and assigns roles (point, rear guard).
- OPFOR ambushes (e.g., 2 players for moderate difficulty) with suppressive fire.
- The leader directs a peel or bounding retreat, ensuring the supply reaches the safe point.
- Scalability: 1 OPFOR for easy training (less pressure), 4 for intense chaos requiring quick decisions.
- AAR: Discuss reaction speed, communication clarity, and team coordination.
ENDEX
Once BLUFOR reaches the objective point, with time left on the click, radio in all participants to rally up at the objective point for the 5-minute AAR.