SOP Discussion.   Posted by Cap'n Rae.Group: 0
Cap'n Rae
 GM, 1689 posts
 Long-time T2K Fan
 First-time GM
Sat 13 Mar 2010
at 21:28
SOP Discussion

This thread is strictly for discussion of the unit's SOPs. Once finalized, established SOPs should be placed in the intel thread for ease of use.
Jan Cerny
 player, 326 posts
 Czech/French
 FFL
Sat 13 Mar 2010
at 21:45
Re: SOP Discussion
Rae, thanks for starting up this thread.

Steven Drew:
  Point:

  It all varries according to what you are doing.

  Going through an area sown heavily with mines or those cluster bombs about every half hour.  Same goes for heavy boobytrapped areas.

  Open terrain without action, all day, but really shift every hour or two, or even four even.

  Where there is contact, every stop <which is about every hourly>

  Jungle operations or urban operations again every hour or two tops.

  If the patrol is a fireteam sized patrol, then the point man/rifleman is stuck.

  Also, if you have a particularly good point man with the luck and skill and that is his thing, then let him run with it.  I tend to think in T2K and somewhat in the real world people fit into their roles and take pride in them and are often loathed to leave them.  Drew for example has fallen into the role of machinegunner.  He isn't but he has done pretty well, he carries the weapon and it suites him.  Had I made him a regular rifleman, given him some good stealth or recon skills and you freaks had issued him a rifle instead of a machinegun he could have easily fallen into the role of point man, moving light, slow and noticing everything all aided by some good roles of the dice.



  Now to response to Dawids question:

  A security circle:

  At night or poor visibility, it is automatic!  And it is a tight circle, where everyone goes into the prone with feet touching or ankles crossed.  On patrols that go for long periods you will fall asleep when going prone, so the feet touching or ankles crossed, well when one person moves you will nudge the guys next to you, which will wake them, but also it allows you to be in close contact to whisper instructions and pass the word if word needs to be passed.  And you can keep track of your team mates so no one gets left behind.

  As for daylight and in the open, again this should be automatic.  The unit should keep wide dispersion, this team should have a circle of about 50m at least in diameter.  This again should be AUTOMATIC!  When you stop, the members face outboard and drop to a knee or even utilize existing cover when available.

  And the patrol leaders should not stop them in wide open areas or places that would be good places for attack or allow them to be observed and targeted.

  I would also suggest that since we are moving along a road, our route of march will follow it and be in more of a column formatuion, we do not adjust our positions to much.  Instead, we form more or less a cigar shape along the road.


  When we do stop, the patrol leaders should go to the center of the circle for a meeting to determine the pace, the direction etc.  In open terrain and following roads this should be done eh, hourly, or even at specific locations.  In jungles, woods or urban this should be done from bend in the road to bend in the road, or from specific location to location, thus we move in short bounds.  And we should stop eh, every fifteen minutes to half hour since the chances of getting misdirected is much greater.

  And then we also have to consider where the support weapons are in the route of march.

  In our case support weapons are;  Automatic Rifles, Machineguns, Grenadelaunchers and RPGs.  They should NEVER be in the very front, they should be in the slack position.  The point man or element will engage, boom!  Firefight begins,  These support weapons will immeidately lay down fire on the enemy in order to gain fire superioroity, to defeat or drive off the enemy, or to act as a base of fire to pin them down and then allow the rest of the team to withdraw or manuver  to hit whomever we engage from their flanks.

  Now, what does the team do if they need to break contact?

  What are the signals?  What do we do?

  We get ambushed?

  Near ambush?

  Far Ambush?

  Mechanical?


  What about a meeting engagement on the road?  We encounter a patrol by the barron as we come around a bend and neither of us are expecting it?

  We run into civilians on the road?

  Those are considerations we should think about, plan and know what to do before hand.


Drew - thanks again for this info.

I think that it raises some initial SOPs to be worked out but feel free to add any others:

1. How do we attempt to break contact with enemy infantry?

2. How do we react if we encounter enemy vehicles?

3. What is the plan if we're ambushed (if it's different to no.1)?

4. Who conducts searches of enemy prisoners/dead?

5. How do we react to civilians we encounter?
Dawid Waldus Piotrowski
 player, 1651 posts
 Ex-Sergeant
 Polish Artillerist
Sun 14 Mar 2010
at 03:51
Re: SOP Discussion
To quote Drew:

quote:
Like, who is on the search team in an ambush.  ie, who goes forward to search and secure the enemy dead, wounded and POWs.

  Cover team, who autoamticaly goes to take a cover position while the other members of the teamdo their thing.  <The snipers and machinegunners>

  When caught in an ambush or surprise engagement,

  Macheingunners:  return fire immediatly while everyone else attacks or withdraws which is shouted!  When the other team members have cover they cover for the machinegunners to withdraw.

  When setting up a camp,  team goes to 25% on watch, with the cover personel being the first to watch.  OR, the machinegunner set up to watch and cover, snipers autoamticaly go to scouting the area while the others set up camp.

SOP on equipment.  Machinegunners and radiomen carry their primary weapon/radio other team members hump the sustainment gear,  like e-tools, sleeping bags etc.


Harassment/Ambush:

When harassed on the road, main element orients towards the threat, attempting to locate and identify, suppress if needed. Drew/Coulter as well and take cover to right, they're near Konrad so he directs personally as needed. Dawd/Mariusz take cover on left and cover the opposite direction. Sutherland covers the rear, back down the road/trail. Point man covers the forward trail. Snipers locate threat or cover other directions as needed.

Note, this is not for full-scale close-in prepared ambushes, as the available cover is likely to be mined/trapped (abatis, stakes, etc.) and we simply need to put as much firepower on the threat as possible ASAP, and quite possibly charge the ambush line.

For a far ambush from either side for an identified threat, Dawid/Mariusz will orient towards the threat along with Drew/Coulter and suppress with GPMG fire, Konrad/Tucker suppress with GL fire. Flank security is provided by Jan (direction of travel), Sutherland (opposite direction of travel) and sides by Dieter/Thor. Konrad can modify as he sees fit (like have the snipers identify and eliminate the threat).

Setting up camp:

Security as per when the Stolly stalled. Drew/Coulter cover the direction of any expected threat. Dieter/Thor cover the other sectors. This is 25% of the force. Dawid helps people get sorted out.

Cover Teams

For the MG teams, Mariusz covers Dawid, Coulter covers Drew. For snipers, Thor covers Dieter (the more experienced sniper usually acts as spotter).

Tony

This message was last edited by the player at 04:00, Sun 14 Mar 2010.

Steven Drew
 player, 203 posts
 Sergeant
 USMC
Sun 14 Mar 2010
at 07:24
Re: SOP Discussion
Far Ambush, could we include;

  GET OUT OF THE KILL ZONE!

  The further the distance, the better it is to get out of the kill zone.  You will have to spend some time sitting trying to locate the badies, this will give them more time to zero in on you.

  For a near ambush;

  ATTACK!  A near ambush is 10 meters or less.

  IMMEDIATE FIRE SUPPRESSION AND AGRESSION!


Next discussion:

  Mines and boobytraps!

  What happens when we hit them?
Dieter Brandt
 player, 37 posts
 Gefreiter/Scharfschutze
 6th Panzergrenadier Div.
Sun 14 Mar 2010
at 07:26
Re: SOP Discussion
Steven Drew:
Next discussion:
  Mines and boobytraps!
  What happens when we hit them?


According to Blackadder, the protocol is to jump 50 feet into the air and scatter yourself over a wide area...
Steven Drew
 player, 204 posts
 Sergeant
 USMC
Sun 14 Mar 2010
at 07:29
Re: SOP Discussion
Dieter Brandt:
Steven Drew:
Next discussion:
  Mines and boobytraps!
  What happens when we hit them?


According to Blackadder, the protocol is to jump 50 feet into the air and scatter yourself over a wide area...


  A freind was giving the company a class one day on mines and minefields.

  Someone asked,  "How do you walk through a minefield."

  My freind replied,

  "Very lightly."
Anneka Soleblume
 player, 1336 posts
 Major
 Israeli Medical Officer
Sun 14 Mar 2010
at 13:02
The Soldiers Guide
The following was issued as a laminated card waaay back when I was an infantryman.

1. Always search your arc correctly.
2. Know your field signals and use them silently.
3. Check for field signals both front and rear (this was a pet hate of mine - many look forward but ignore those behind them).
4. Continually ask yourself "where is my next fire position"
5. Carry your weapon correctly, never assume it is safe CHECK IT.
6. Maintain visual contact with the man in front, rear and flanks.
7. When in contact, offer positive information.
8. Never bunch.
9. NO noise.
10. Look for sign and report it.
11. Look to your personal cam on the move and when static.
12. Equipment, pack it away be ready to move at a moments notice.
13. Look after your weapon and ammo first, yourself second.
14. Be alert and able to react immediately.
15. Be aggressive, but don't take unnecessary risks.
16. Remember field hygiene, don't drop litter.
17. Make a fetish of cleanliness.
18. Be a Team man, soldier in pairs.
19. If in doubt, do not shoot.
20. Keep yourself fit.
21. Know your weapon handling drills. Keep your weapon zeroed and keep it with you.
Anneka Soleblume
 player, 1337 posts
 Major
 Israeli Medical Officer
Sun 14 Mar 2010
at 13:08
Formations


Anneka Soleblume
 player, 1341 posts
 Major
 Israeli Medical Officer
Mon 15 Mar 2010
at 10:42
Types of patrol and their aims
1. Fighting patrol
 a) Ambush
 b) fight for information
 c) Harass the enemy
 d) Hold ground
 e) Form a patrol base
 f) Provide escorts
 g) Capture a prisoner
 h) Search an area for enemy
 i) Distract enemy attention from other areas
 j) Provide security
 k) Form a standing patrol

2. Reconnaissance patrol (3-5 men)
 a) collect topographical information
 b) locate enemy positions
 c) to obtain details of enemy minefields, etc
 d) observe enemy habits
 e) locate sites for obstacle crossings
Anneka Soleblume
 player, 1342 posts
 Major
 Israeli Medical Officer
Mon 15 Mar 2010
at 10:46
Conduct of the advance
1. Aim
Destroy the enemy
Force and enemy withdrawal
Seize tactically important ground
Seize or maintain the initiative

2. Types
Advance to contact
Advance in contact

3. Groupings and tasks
Covering force
– reconnaissance
- bypasses minor opposition
Advance guard
– clears minor opposition
- maintains the momentum and initiative by aggression
Main guard
– main fighting force
- provides relief
Flank guard
– early warning and protection of the flanks
Rear guard

Basic considerations
4. control measures
- line of departure
- axis of advance
- bounds
- report lines

5. position of commanders
6. Formations
7. contact men
8. scouts
9. rate of advance
10. firepower
– maximum to bear on the enemy
11. protection
- snipers
- air defence sentry

Tasks
Leading platoon
- prevent enemy withdrawal
- destroy delaying enemy to retain initiative and momentum
Lead section
- neutralise enemy by contact drill and / defensive fire tasks

All sections must be ready for a quick attack or if the enemy force is too large adopt a defensive position to cover deployment of company.

Tanks
The weapon of the tank is suited for:
A destructive fire against armoured or pin point targets
B close fire support for infantry
C quickly applied fire against targets of opportunity

During the attack tanks can
1. provide intimate direct fire support particularly after indirect fire has been lifted
2. destroy enemy AFVs
3. dominate the objective and areas forward and to the flanks
Anneka Soleblume
 player, 1343 posts
 Major
 Israeli Medical Officer
Mon 15 Mar 2010
at 10:53
Harbouring
Takes more than 30 minutes
Is used to sleep, resupply, rest and establish a firm base before an ambush

Information to give the sentry
1. likely direction of enemy approach
2. areas of responsibility
3. extent of fire lanes
4. position of friendlies
5. cam and concealment
6. rules of engagement
7. state of weapon readiness
8. challenging procedure
9. password
10. routes to and from the sentry position
11. location of the platoon commander, etc
12. timings of duty
13. action on enemy approach
14. action on enemy contact
15. action if probed elsewhere

Challenging procedure
"Halt!"
"Advance one and be recognised"
"How many with you?"
Count them through to prevent enemy tagging onto the rear

Routine in defence
Unpack only what you are using
ALWAYS carry your weapon

Reveille
1. Pack up bedding
2. Drop shelter
3. Stand to
4. Clearing patrol at first light
5. Stand down

Morning Routine
1. Weapons cleaned - automatic weapons first, one at a time
2. Rifles cleaned
3. Normal personal hygiene
4. Breakfast

Evening routine
1. Dinner
2. Shelters up
3. Clean weapons
4. Sentries in
5. Stand to
6. Clearing patrol
7. Stand down
8. Pickets (guards)
9. Sleep or dig in further

This message was last edited by the player at 13:14, Mon 15 Mar 2010.

Anneka Soleblume
 player, 1344 posts
 Major
 Israeli Medical Officer
Mon 15 Mar 2010
at 10:57
Contact & basic drill
Contact drill
Move into all around defence
Await further orders from unit commander

Basic Drill
Run 2-3 paces
Go to ground
Crawl or roll into cover 2-3 metres
Observe for enemy
Aim
Fire
...and repeat...
Anneka Soleblume
 player, 1345 posts
 Major
 Israeli Medical Officer
Mon 15 Mar 2010
at 11:19
Infantry fire control orders
Having decided to open fire, the next problem is how to give the order. There are four main rules which must be followed:
a. The order should be given clearly, calmly and concisely.
b. It should be given loudly, so as to be heard above the noise of battle.
c. It must be given as an order, and obeyed as such.
d. It should be given with adequate pauses, so that those being addressed may have time to take the correct action.

The sequence of fire control orders
To avoid errors and omissions, and so that everyone knows what to expect next, fire orders must be given in the following sequence, which can be remembered by the keyword G.R.I.T.
a. G - for the group to react to the fire control order, eg, SECTION - GUN GROUP - RIFLE GROUP - etc
b. R - for range, the setting of sights where necessary, this is preceded by the command ACTION (rounds are chambered and actions cocked).
c. I - for the indication of the target.
d. T - for the type and rate of fire to be delievered. Examples of the types of fire are as follows:
   1. FIRE - fire at once at normal rate
   2. RAPID FIRE - Fire at once at the rapid rate.
   3. WATCH AND SHOOT - Fire individually as target appear.
   4. AWAIT MY ORDER - Be prepared to fire when order given.
   5. GO ON - Continue firing at the normal rate unless RAPID GO ON is given.

Types of fire control orders
Full Fire Control Orders
These are given where the target is not obvious and sufficient time is available to issue a full fire control order.
Examples:
A. GUN GROUP - ACTION, FOUR HUNDRED - BARN - LEFT NINE O'CLOCK ABOUT THIRTY MILS - ENEMY GUN GROUP IN BUSHES - RAPID FIRE.
B. SECTION - ACTION, TWO FIFTY - HALF LEFT - EARTHWORKS NEAR GAP IN TREE LINE - FIRE.

Brief Fire Control Orders
These are given when there is little time and the target is obvious.
Examples:
A. ACTION - QUARTER LEFT - RAPID FIRE.
B. ACTION - BRIDGE - FIRE.

Delayed Fire Control Orders
These are used when the fire controller can anticipate what our own or enemy troops are doing or going to do. The fire unit gets ready to fire but waits till the right moment before opening fire.
Examples:
A. SECTION - ACTION THREE HUNDRED - ROCKS - RIGHT FIVE O'CLOCK - ENEMY IN BUSHES - TWO PLATOON IS MOVING THROUGH THE TREES FROM OUR RIGHT. WE ARE GOING TO COVER THEIR ADVANCE WHEN THEY GET TO THE OPEN - RAPID FIRE - WAIT MY ORDER. (then, when 2 platoon is about to come into the open) FIRE.
B. SECTION - ACTION, TWO FIFTY - QUARTER RIGHT - TRESS - WHEN ENEMY APPEAR AT THIS SIDE - RAPID - WAIT MY ORDER. (When enemy are in a suitable position) FIRE.

Individual Fire Control Orders
These are given when targets are exposing themselves for very short periods and therefore time does not permit a fire control order to be given.
Examples:
A. RIFLE GROUP - ACTION, TWO HUNDRED - SLIGHTLY LEFT - HUT - ENEMY IN THAT AREA - WATCH AND SHOOT.
B. SECTION - ACTION, THREE HUNDRED - TREE - RIGHT THREE O'CLOCK, ABOUT ONE HUNDRED MILS - ENEMY IN TIMBERLINE - WATCH AND SHOOT.

Orders which may be given during firing are as follows:
a. STOP - Stop firing but continue to observe.
b. GO ON - Resume firing at the normal rate.
c. RAPID GO ON - Resume firing at the rapid rate.
Dawid Waldus Piotrowski
 player, 1665 posts
 Ex-Sergeant
 Polish Artillerist
Fri 19 Mar 2010
at 04:35
Re: Infantry fire control orders
For route marching, I was thinking the support element could do thus:

- Drew/Coulter on the left of the trail.

- Dawid/Mariusz on the right of the trail.

- Sutherland pulling up the rear.

If we make contact, these general locations will be our sectors for coverage and where we go to ground. Barring any pressing need to put both MGs on one side for suppressive fire at Dawid's or Konrad's discretion, for example.

Tony
Steven Drew
 player, 222 posts
 Sergeant
 USMC
Fri 2 Apr 2010
at 17:23
Fighting Positions

  There are three basic types:

Riflemans;  this is simply a rectangular shaped position, it is generaly 1 rifle length wide, 2 rifle lengths long and chest deep.  Additional dirt is often tossed on the upper edge to form a berm.

  They also have:

  1 small step, a firing or sleeping step, about a foot tall and wide, this is used to sit on, or rest a foot when standing and watching or firing.

  The bottom is usualy at an angle, with a fist sized hole as long as your arm this is your grenade sump.  A grenade goes in your hole, idealy it should roll or be kicked into that sump.

  There is also often an "ammo shelf"  a small area dug out of the front of your hole to place ready ammo, magazines, grenades, vision devices and claymore detonators or illum devices.

  Other variations:

  A "V" shaped fighting position, with 1 rifleman at each top of the V with earth between the two of you, so a grenade hits it doesn't take both of your out.

  A simple hole, again a two man position, to me, it looked like a "bra"  you did a hold similiar to the 1st position, but only half a meter deep.  Then you dig 2 cone shaped holes until you have enough cover.  The theory here is a grenade goes into your hole, it falls to the bottom, you roll into your buddies hole and are safe.

  ALSO!

  A sleeping trench is often made behind the primary fighting position.  A shall trench behind your position, where you store your pack and other equipment, but also large enough for you to lay out your sleeping bag, I have dug and seen them where it was just enough fgor 1 and also some for 2, it will all depend on your alert status.  These have usualy been 18 inches to 2 feet deep.


Machinegun put:

  This looks like a U from the top.

  Their is a large section of earth that is left in the center of the position, it is often dug and shapped to a flat shelf.  This is where the gun sits.  The Gunner is behind the gun, the A-gunner to the left.  And thus, the U so the gunner can mover left or right to shift the gun and his arc of fire.

Mortar Pit:

  These look like a dumbell from the top.

  A large round put 1.5 to 2 meters deep.  It should be wide enough to accomodate the gun that it houses in all elevations in all directions.  You should have an aiming stake set for your reference point.

  Often there is a little block dug out for the radioman/FDC to do their magic.

  The long part of the dumbell is a trench that goes to your ammo store which is the second round portion of the dumbell.  This is your ammo pit where rounds are stored.  Its the ammo mans job to run rounds from there to the gun.  <Thus mortar crews have 2 or 3 ammo men>


  Now, realisticaly, positions like those are NOT DUG!!!!  Only if you are digging in for a long while.  Normaly you dig a small shallow cut in the ground to give you some cover and go from there.

  Other factors:

  If the ground is frozen, it can take several hours.

  Raining and muddy, again several hours.

  Clay, will take six plus hours

  Baked clay, days and you will only get it knee deep, blisters and broken E-tools.

  loose Sand, 20 minutes, hardpacked sand, 2 or three hours.

  All of these times are with an issue Entrenching tool.  Digging in is not quick nor easy.
Anneka Soleblume
 player, 1391 posts
Fri 18 Jun 2010
at 02:32
Current order of march

This message was deleted by the player at 02:45, Fri 07 Oct 2011.

Daniel Larue
 player, 11 posts
 Technical Sergeant
 USAF Pararescueman
Thu 19 Jan 2012
at 22:50
Re: Current order of march
I summon this thread to arise from the grave!

Ahem.

Does the team have any established SOPs for care under fire and/or CASEVAC?
Dawid Waldus Piotrowski
 player, 2669 posts
 Ex-Sergeant
 Polish Artillerist
Thu 19 Jan 2012
at 22:55
Re: Current order of march
In reply to Daniel Larue (msg #17):

I don't believe so. What're you thinking?

Tony
Daniel Larue
 player, 12 posts
 Technical Sergeant
 USAF Pararescueman
Thu 19 Jan 2012
at 23:31
Re: Current order of march
I'm open to suggestions.  It's an area where the character knows a few orders of magnitude more than the player does and I'm hoping someone with recent TCCC training can help me out.  I did a short shooter aid class last summer but it was oriented toward very basic immediate care, mostly in the civilian/LE environment.

(I was wondering if the team had established anything because I think Danny will have had a couple of days off-screen to discuss SOPs with Anneka and Griet before he's introduced IC.  Depending on the cruel whim of Rae.)

The best tactical medicine is suppressive fire.

Don't expose rescuers to incoming.  If the casualty is still mobile, even if he's reduced to crawling/dragging, suppress enemy shooters and have him crawl to cover.  Preferably cover containing someone who can help him.

Everyone needs at least a basic blowout kit (which I think most of the PCs do carry, from reading the archived threads).  Use the casualty's kit, not your own.  By preference, everyone's kit should be in the same place on his gear, but at minimum each kit needs to be clearly marked as such.

Modification to the old "ABC" priority order: SHABCDE.  Secure the area, Hemorrhage, Airway, Bleeding, Circulation, De brain (cognitive function assessment), Expose/Examine for less-obvious injuries.

If you have a casualty who isn't lucid, remove and secure his weapons so he doesn't do anything regrettable if he wakes up disoriented and in pain.

... 'course, a lot of this may not map well to five-second combat turns.

This message was last edited by the player at 01:29, Fri 20 Jan 2012.

Dominique 'Boots' Connolly
 Secondary PC, 66 posts
 Major
 USAF MH-53 Pilot
Thu 16 May 2013
at 23:18
approaching Torun
Current action station assignments unless countermanded by Konrad or Griet.  This is a slight modification of what was discussed in the recent PM thread.

PositionPersonnel
BridgeGriet, Connolly
VasliekAnders (gunner), Mariusz (loader)
DishkasCraig, Thijs, McClurg *
Prisoner SecurityMinh, Jay
Mobile ReserveBayer, Jan, Tuck, Danny **
Engineering & Damage Controltug crew, Kellerman


* Thijs' injury shouldn't interfere with running a Dishka; Mac will serve as his A-gunner and will take over if one of the Dishka gunners goes down.
** Jan or Tuck stationed aft, prepped to assume control of the ZU-23-2 if needed.

I'll post a revised watch schedule, and update this to account for the removal of the prisoner detail, once we get through Torun.

This message was last edited by the player at 23:24, Thu 16 May 2013.

Dominique 'Boots' Connolly
 Secondary PC, 102 posts
 Major
 USAF MH-53 Pilot
Sun 18 Aug 2013
at 17:02
Re: approaching Torun
This has been sitting in PM for a week with no objection, so I'm throwing it over the fence for general discussion.




Updated watch assignments now that we've released the prisoners:

PositionFirstSecondThird
Helm/Bridge       Griet   Boots   Danny   
Port lookout      Craig   Jan     Tuck   
Starboard lookout Anders  Mariusz Thijs   
Aft/roving lookoutJay     Bayer   Minh   


Assumptions:

We're under way during First and Second and moored during Third.
Connolly has learned enough to conn the boat in good weather, and Griet won't shit a kitten at leaving her on the helm.
NPC dispositions: the Polish tug crew and Kellerman are on duty as needed in the engine spaces and otherwise pulling vessel maintenance as required.  McClurg is reserve watchstander for injured personnel.
3x8-hr watches gives each of us one watch of ship ops duty, one of maintenance and personal care, and one sleep cycle.




Updated action stations based on lack of armor for Zoo, AGS-17, and stern Dishka:

PositionPersonnel
Bridge                      Griet (helm), Boots (comms/ops)
Vasliek/PKM                     Anders (Vasilek gunner), Mariusz (a-gunner/PKM)
Port Dishka                 Craig
Starboard Dishka            Thijs
Dishka Ammo-Bearer/Reserve Gunner         McClurg
Mobile Reserve              Bayer, Tuck, Jan, Minh, Jay, Danny
Engineering & Damage ControlPolish tug crew, Kellerman

This message was last edited by the player at 17:04, Sun 18 Aug 2013.

Robert 'Tuck' Tucker
 player, 1585 posts
 Platoon Sergeant
 10th Mountain Division
Mon 19 Aug 2013
at 00:25
Re: approaching Torun
In reply to Dominique 'Boots' Connolly (msg # 21):

This is what I was looking for.  Should we adjust times on post for cold weather?