THIS IS A TRAINING OPERATION ORDER. FOR INSTRUCTIONAL PURPOSES ONLY.
References: ATP 3-21.8, ATP 3-06, FM 3-90-1, ADRP 1-02
OPERATIONAL PLAN / ORDER #004 / CODE NAME: "RAID ON THE SKINNIES"
CADRE / OPFOR NOTES
Complexity: Highest | Recommended Phase: RUN (Advanced Iterations - Second Cycle or High Performers)
Training Focus: Highest complexity due to MOUT operations. Recommend for second-cycle iterations or candidates demonstrating strong TLP proficiency. Requires detailed planning for building clearing, phase lines, and consolidation. Assign one evaluator per squad.
Evaluation Timeline: 75 min for TLP Steps 1-8 before SP. 60 min execution window. 15 min AAR.
OPFOR/Training Wrinkles:
- Simulate a determined defense using urban tactics, barricades, and possible IEDs.
- Introduce non-combatant role-players, civilian presence, or hostages to test ROE.
- OPFOR may counterattack, infiltrate, or use underground routes.
- Inject time-sensitive intelligence, booby traps, or unexpected obstacles.
- UAS/Counter-UAS injects are OPTIONAL and only if authorized by the Commandant and in the approved POI.
Iteration Guidance: Mission command version — squad tasks state outcomes without prescribing layout or positioning. For scaffolded iterations, use 004-clear-dismount-city-detailed.md.
See Also: LTA Grid Reference
Time Zone Used Throughout the Plan/Order: EASTERN STANDARD TIME
Task Organization:
1st Platoon, A Co. 4th BN-211th INF
Platoon Leader
Platoon Sergeant
1st Squad
2nd Squad
3rd Squad
1. SITUATION
a. Area of Interest
AO FLUNKER is centered on Conex City (MP 0611 1530) in the southeastern Camp Blanding LTA (vic MP 0600 1525 to MP 0615 1540). Area of interest extends west into the woodlines between Bradenton Ave and Conex City (potential REAPER overwatch) and south of Arcadia St into the broader training area — the likely REAPER withdrawal corridor.
b. Area of Operations
1. Terrain. Flat sandy pine/hardwood forest cut by a paved road grid (see LTA Grid Reference). Canopy and palmetto limit observation to ~50m off the roads. OBJ FLUNKER is the Conex City site — one- and two-story Conex structures with narrow lanes, role-played as a small urban district (residences, police station, central plaza, higher-elevation building).
- Key Terrain: Conex City center (MP 0611 1530, central plaza and civil structures) and the NE building (MP 0613 1532, higher-elevation observation) dominate OBJ FLUNKER. Rooftops and inter-building lanes provide observation and limited fields of fire. Bradenton Ave (W) and Arcadia St (S) are the likely avenues of approach and withdrawal.
2. Weather.
- Skies: ________
- Temperature: ____°F (heat cat ____)
- Winds: ____ at ____ mph
- Chance of precipitation: ____%
- BMNT: ____
- Sunrise: ____
- Sunset: ____
- EENT: ____
c. Enemy Forces. REAPER: Resistance Elements of Atropia's People's Revolutionary Front
REAPER forces are a well-armed irregular force, using OBJ FLUNKER as a base for operations. They are experienced in urban combat, employ barricades, IEDs, and may use civilians as shields. Capable of rapid movement through buildings and underground routes.
1. Composition. 8-10 REAPER combatants, small arms, possible HMG/RPG, IEDs, barricades, and communications equipment.
2. Disposition. REAPER forces are dispersed in defensive positions throughout the city, occupying key buildings and intersections. They maintain observation on likely approaches and are prepared to reinforce or withdraw as needed. Possible use of lookouts and early warning systems.
3. Most Probable Course of Action (MPCOA). REAPER forces defend key buildings and intersections, using small arms and IEDs to delay friendly advance. If overwhelmed, they withdraw through underground routes or blend with civilians, attempting to regroup outside the city.
4. Most Dangerous Course of Action (MDCOA). REAPER forces launch a coordinated counterattack with reinforcements, using pre-placed IEDs, barricades, and snipers to inflict maximum casualties. They attempt to encircle friendly forces or use hostages to delay operations.
d. Friendly Forces
1. Higher Headquarters: A Co. 4th BN – 211th INF.
2. Mission. A Company clears and secures OBJ FLUNKER to deny REAPER a base of operations and enable follow-on operations in AO Starke.
3. Commander's Intent. Seize and secure OBJ FLUNKER, eliminate REAPER presence, and establish a defensive posture to prevent REAPER re-infiltration.
e. Civil Considerations
Civilians are present in the city. Minimize risk to non-combatants, avoid collateral damage, and maintain positive relations with local populace.
f. Attachments and Detachments
None.
2. MISSION
1st Platoon clears OBJ FLUNKER (MP 0611 1530) NLT ____ in order to destroy REAPER forces, deny REAPER a base of operations, and enable follow-on friendly occupation of AO COTTO.
3. EXECUTION
a. Commander's Intent
Purpose: Deny REAPER a base of operations in OBJ FLUNKER and enable friendly occupation of the urban area for follow-on operations in AO HERRERA.
Key Tasks: (1) Clear all buildings and key terrain in OBJ FLUNKER. (2) Eliminate REAPER combatants. (3) Establish defensive positions to prevent REAPER re-infiltration.
End State: OBJ FLUNKER cleared, REAPER forces eliminated, friendly forces occupying the city in a defensive posture.
b. Concept of Operations
1st Platoon conducts a deliberate clearing operation of OBJ FLUNKER in two phases. In Phase 1 (Isolate and Clear), the platoon moves from the ORP to isolate the objective. The assault element, as the main effort, clears buildings along the main axis while the support element provides overwatch from key intersections. The security element blocks REAPER withdrawal and reinforcement routes. The platoon advances by phase lines, clearing and securing each sector before moving forward. In Phase 2 (Consolidate), the platoon establishes defensive positions to hold the city and prevent re-infiltration.
c. Scheme of Fires
1st Squad, as the decisive effort, has priority of indirect fires. Mortar support and smoke available through company on request.
d. Tasks to Subordinate Units
1. 1st Squad (Assault — Decisive Operation):
- TASK: Clear REAPER from OBJ FLUNKER along the main axis of advance, reporting sectors clear by phase line.
- PURPOSE: Eliminate REAPER's foothold in the urban area so the platoon can occupy and hold OBJ FLUNKER.
2. 2nd Squad (Support — Shaping Operation):
- TASK: Suppress REAPER positions in depth in support of 1st Squad's clearance.
- PURPOSE: Prevent flanking fire on 1st Squad as they close on and clear buildings.
3. 3rd Squad (Security — Shaping Operation):
- TASK: Block REAPER withdrawal and reinforcement and secure cleared sectors as the platoon advances.
- PURPOSE: Prevent REAPER from escaping, reinforcing, or re-infiltrating cleared sectors behind the assault element.
e. Coordinating Instructions
1. Rules of Engagement (ROE):
- PID required before engagement; engage only confirmed combatants.
- Use minimum force necessary.
- Avoid civilian casualties and minimize collateral damage.
2. Commander's Critical Information Requirements (CCIR):
Priority Intelligence Requirements (PIR):
- Civilian concentration in a sector preventing planned fires or maneuver.
- IEDs, barricades, or prepared positions on the axis of advance.
- REAPER reinforcements entering the city from outside the cleared area.
- Discovery of NBC materials, hostages, or underground routes in any structure.
Friendly Force Information Requirements (FFIR):
- Loss of communication between clearing teams.
- Casualty rendering a clearing team combat ineffective.
3. Essential Elements of Friendly Information (EEFI):
- SP/LD times and locations
- Phase lines and unit positions
- Casualty status and combat strength
4. Reporting: SP/LD, In Position at the ORP/objective, SALUTE on contact, sector-clear at each phase line, LACE on consolidation.
5. This OPORD is effective immediately upon distribution.
4. SUSTAINMENT
a. Logistics
- Resupply not available for 36 hours.
- Meal Cycle: M-M-M.
- Water resupply is available at the PLT CP.
- Ensure water and ammunition are topped off prior to SP.
b. Health System Support
- PLT CCP at PLT Assembly Area.
- MEDEVAC available via Nine Line request at AXP 1 (MP 0610 1550).
5. COMMAND AND SIGNAL
a. Command
- Platoon Leader at PLT CP.
- Succession of Command: PL, PSG, 1st SL, 2nd SL, 3rd SL.
b. Control
- Command Posts: Platoon Assembly Area IVO _______.
c. Signal
1. PACE Plan:
- Primary: Radio — 36.625 SC/PT (Platoon Net)
- Alternate: Radio — 36.425 SC/PT (Company Net)
- Contingency: HF manpack radio (platoon leader to company commander, urban terrain permitting)
- Emergency: Runner
2. Call Signs:
- PL – Thunder 1-6
- PSG – Thunder 1-7
- 1st Squad Leader – Thunder 1-1
- 2nd Squad Leader – Thunder 1-2
- 3rd Squad Leader – Thunder 1-3
3. Challenge, Password, Running Password, Combination:
- Challenge: City
- Password: Secure
- Running Password: Hold
- Combination: 11