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The legislation, to be introduced in the City Council on Wednesday, is comprised of two separate bills.
The second, called the “Sensible Tobacco Enforcement” bill, would prohibit the sale of discounted tobacco products, impose packaging requirements on cheap cigars and create a price floor for cigarette packs and small cigars, the Associated Press reports.
Mr. Bloomberg is currently appealing a bill that would outlaw the sale of sugary drinks more than 16 ounces in Manhattan.
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Welcome to the Tactical Trainer
The purpose and function of this site is to serve as an information platform where different solutions for room entry can be studied closely.
It is possible through this site to learn more about Close Quarter Battle. It can provide a strong foundation to efficiently conduct room combat.
This is a source of inspiration, not a standard solution.
Use the left menu to navigate around this site. Please use the CONTACT form if you have any questions or the FORUM if you wish to discuss a topic.
CLOSE QUARTER BATTLE
Battles that occur in close quarters, such as within a room or hallway, must be planned and executed with care. Use room clearing techniques when the tactical situation calls for "room to room clearing" with enemy combatants and non-combatants. Units must train, practice, and rehearse the techniques until each team member operates smoothly. Each operator must understand the principles of room clearing, such as surprise, speed, and controlled violence of action.
Surprise
Surprise is the key to a successful assault in close quarters. The entry team clearing the room must achieve the element of surprise, if only for seconds, by deceiving, distracting, or startling the enemy. Sometimes stun grenades are used to achieve the surprise. Surprise is when your entry is not compromised.
Speed
Speed provides a measure of security to the entry team and allows the operators to use the first few vital seconds of surprise to their maximum advantage. Speed is moving only as fast as you can shoot accurately. .
Violence of Action
Violence of action eliminates or neutralizes the enemy while giving the least chance of inflicting friendly casualties. Violence of action is not limited to the application of firepower only. It involves an operator's mind-set of complete domination. Each of the principles concerning precision room clearing has a synergistic relationship to the others. If you don't combine speed and surprise you can't have violence of action.
BASIC
Most missions will require using a combination of stealth and dynamic techniques. Stealth is a slow and quiet approach to the area to be cleared.
When all are in place and not compromised, you switch to dynamic techniques with speed, surprise, and violence of action. Room clearing is generally accomplished using a four man team. Entry does not always require four operators. If a specific room is too small or there are less than four operators, the room may be cleared with less. However, never clear a room with less than two operators and one to provide backup. Choose the entry technique based on the mission, layout of the room and the team's ability.
The terms "point of domination" refers to the two corners of the room assigned to the number ❶ & ❷ operators. These points allow the team to gain control of the objective. Each team member is assigned a different, but interlocking field of fire / AOR (Area of Responsibility). This ensures mutual supporting fire. CQB is dynamic in nature. When completed with precision, it overwhelms the enemy and allows the team to move on to the next objective very quickly. When a room is cleared, the exiting procedure for leaving the room varies depending on the location of the entry point
Read systems and no read systems
Two different types of entry are read systems and no read systems. In no read systems the direction to move in the room is predetermined. In read systems you have to watch the operator in front of you and then go to the opposite direction.
Predetermined
Some teams use the technique of predesignating which way each man will move after entering a room. For example, First man always goes left. The second always goes right, or vice versa.
The path of least resistance
When using a doorway as the point of entry, the path of least resistance is determined initially based on the way the door opens. If the door opens inward the operator plans to move away from the hinges. If the door opens outward, the operator plans to move toward the hinged side. Upon entering, the size of the room, enemy situation, and furniture or other obstacles that hinder or channel movement become factors that influence operator ❶'s direction of movement. The point of using this technique is to get the first man into the room as quickly as possible to allow him to clear the "fatal funnel" rapidly, allowing the rest of the team to make a smooth entry rather than bogged down at the fatal funnel.
Immediate threat
Another method is to allow operator ❶ to pick his direction based on immediate threat. His partner then takes the opposite side of the room. This can only be done once the assault has been initiated.
Buttonhook
Operator ❶ always makes a turn around the doorframe, clearing a large portion of the room while entering. Operator ❷ then moves across the doorway and clears the hard corner. If Operator ❶ sees a threat when he enters he will move to it and Operator ❷ will take the opposite AOR of the room.
The Stack up
Once the approach to the room or building has been completed, the team stacks in a single file to ease the flow into the room, parallel to the outside wall. Muzzle discipline and awareness is vital. Operator ❶ provides security on the entry point. This point is usually a door. Operator ❷ provides security to the front of the team. Operators ❸ & ❹ cover opposite threat areas in the stack, and if none exist the weapon is placed is in ready position. Operators should get as close as possible to the operator in front of him. A support element should cover the rear of the entry team.
When the situation allows, it is important to ensure that each team member is prepared to enter the entry point to the room before the assault. This is achieved while in the stack position.
When operator ❹ is ready, he squeezes the shoulder of operator ❸ with the non-firing hand. This action continues up the line. When the signal reaches operator ❶, he knows that the rest of the team are ready to follow him into the room. If the team decides to use a flash grenade. Operator ❷ shows the grenade to operator ❶ instead of squeezing the shoulder. (The grenade is shown to the front man, by holding it up in front of his eyes, while he continues to provide cover).
If someone inside opens the door before this sequence is completed , the team will immediately enter the room.
If the team uses the technique of predesignating, the operators stack tight with the weapon oriented in the direction he will move when he enters the room. If he is to clear to the left, his weapon will be on the left side of the operator in front of him. This ensures rapid target acquisition without sweeping his weapon across the body of the man in front.
BREACHING
P art of room clearing is the ability to quickly gain access to the rooms needing clearing. Breaching techniques vary based on the type of construction encountered and the types of munitions available to the breaching element. Techniques range from simple mechanical breaching to complex, specialized demolitions. A closed door is considered locked in all cases when a breacher is present, assuming the breacher has the means available to defeat the lock. Once the other team members are stacked, the breacher moves to the door and breaches it on the signal of operator ❶ . The breacher then steps back in order to clear the path for the team. If no breaching equipment is available, a quick attempt to open the door, from the side may be made. If the door is locked, it is kicked open. However, this should be the last choice for defeating a locked door. Kicking generally requires more than one attempt. After the first attempt, the breacher's chances of drawing fire through the door are significantly increased.
Read more of this in BREACHING .
ROOM ENTRY
The entire team enters the room as quickly and smoothly as possible and clears the doorway immediately. If possible the team moves from a covered or concealed position already in their entry order. Ideally, the team arrives at and passes through the entry point without having to stop.
The door is the focal point of anyone in the room. It is known as the fatal funnel , because it focuses attention at the precise point where the individual team members are the most vulnerable. Moving into the room quickly reduces the chance anyone will be hit by enemy fire directed at the doorway. The team may choose to create a diversion (use a stun-hand grenade) to momentarily distract the defender while it enters and achieves domination of the room.
On the signal to go, the clearing team moves through the door quickly and takes up positions inside the room that allow it to completely dominate the room and eliminate the threat. Team members stop movement only after they have cleared the door and reached their designated point of domination. Each member of the team must know his sector of fire (AOR) and how his sector overlaps and links with the sectors of the other team members. Team members do not move to the point of domination and then engage their targets. They engage targets as they move to their designated point. However, engagements must not slow movement to their points of domination. Team members may shoot within a range of as little as 1 to 2 inches. They engage the most immediate enemy threats first. Examples of immediate threats are enemy personnel who are:
● Armed and prepared to return fire immediately.
● Blocking movement to the position of domination.
● Within arm's reach of a clearing team member.
● Within 3 to 5 feet of the breach point.
CLEAR A CONNECTED ROOM
Open door: