Section Attack Lesson Plan
Series
- CAF Doctrine 1 - Section design
- CAF Doctrine 2 - Section Battle Drills
- CAF Doctrine 3 - BACD
- CAF Doctrine 4 - Study
- CAF Doctrine 5 - Section Attack Lesson Plan
- CAF Doctrine 6 - Terms
Here I attempt to provide a simplified version of the Section Battle Drill.
Purpose
The objective of the section attack is simple:
Close with and destroy the enemy.
This is achieved through fire and movement, enabled by discipline, communication, and cohesion.
Key Principles
- The Section is the weapon
- Cohesion = Survival
- Communication = Effectiveness
- If the Section gets scattered - Mission failure
- If the Section remains stays coordinated - Combat power is maintained
- Avoid frontal assaults on prepared machine gun positions unless surprise is guaranteed. Use alternate methods (flanking, support weapons, or indirect fire)
Design and setup of the section
The CAF Rifle Section is 8 members, organized into 2 Assault Groups of 2 Fire teams of 2 members each.
- Group 1 (Assault Group 1)
- Alpha Team
- Bravo Team
- Group 2 (Assault Group 2)
- Charlie Team
- Delta Team
Each group would normally have 1 C9 Gunner and 1 Grenadier.
Section CAF1 gets into section design in more detail.
Fire team responsibilities
Each fire team is a two-person system.
Responsibilities:
- Maintain constant awareness of your buddy
- Never operate independently
- Immediately report:
- Buddy down
- Buddy missing
- Stay within effective supporting distance at all times
There is no task that justifies separation from your fire team partner.
Roles and loadout notes
Each group has a leader
- Group 1 is lead by Section IC
- Group 2 is lead by Section 2IC
Common gear
- Squad radio, normally something short range
- Everyone carries at least one box of ammo for the Gunners
Rifleman duties
- Carry the factions rifle and sometimes an AT rocket
- Normally 6 mags, 3 frags, and 2 or 3 smoke.
- Riflemen should be using consistent ammo across the section in event we need to share mags
- Keep loadout light because you may have to step up and man a gun or squad radio
Grenadier
- Same notes as Rifleman, but trade the AT rocket for 40mm grenades and launcher
- Resist the urge to roll heavy. Sacrifice handheld grenades if you have to
- Real world 24 is considered a large loadout of 40mm grenades, 15 is reasonable
- Depending on tasking you may also be carrying flares or smoke grenades.
Gunner
- Machine gunner, you carry machine gun and machine gun bullets
- Sometimes a pistol, Never an AT rocket or squad radio
- The entire section will each carry a box or two of your ammo
IC / 2IC
- Basically a Rifleman or Grenadier loadout, with an additional long range radio
- Binoculars and sometimes rangefinder
- IF the IC goes down, the 2IC steps up and checks in on Platoon net
Fall in for battle
The purpose of the fall-in drill is to establish:
- Everyone is on squad comms
- Everyone knows their role
- Everyone is kitted appropriately for the tasking
Arrange the section in order along a wall or fence or anything, starting with
Alpha 2
Have each member identify themselves on the squad net in order, like so:
- Name
- Role
- Team
- Group
For example:
Dent, rifleman, charlie 2, assault group 2
Execution
Bounding
Fire and maneuver warfare.
Bounding will be used once you make contact.
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Once you make contact you seize and hold fire superiority to allow maneuver
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One element will be putting accurate fire on the enemy position to fix them in
place. The second element will maneuver to flank and finish them off -
I use the term "element" here as it could be; an entire Section, Group, Team or individual member
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Your movement should only be about 3 to 5 seconds, about 5 meters, to avoid giving the enemy a chance to react
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The phrase "I'm up, he sees me, I'm down" is a handy way to get a feel for how long you can move
I'm up, he sees me, I'm down
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Avoid converging on the target, keep to your lane so you don't sprint into friendly fire on either side of you
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For a maneuver bound when not under fire you can go cover to cover over larger distances.
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Continue bounding until you are in frag grenade range of your target, then throw a volley of frags into it and have a fire team assault and clear while the rest of the section covers and isolates the the target. The tradition in CAF for this is "Charlie take the trench"
Types of Bounding
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Successive is like an inch-worm with one element always leading, and the second always following
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Alternating is when the moving element sprints past the suppressing element
On an assault it will normally be Alternating. That said keep to the 3 second movement limit and stay frosty
Notes:
- Emphasize bounding and suppressing
- De-emphasize formations
Commands
The section IC will order the bounding part of the assault.
The CAF has some useful commands for this aspect.
SECTION SECTION SECTION
The section will advance bounding by groups. group 1 sets and covers while group 2 bounds, etc.
GROUP GROUP GROUP
The section will advance bounding by teams.
Within each assault group the teams will bound.
Alpha sets and covers while Bravo bounds, same for Charlie and Delta in Group 2.
TEAM TEAM TEAM
The section will advance bounding by player within each fire team.
This can be maximum chaos and players still need to stay savvy of the overall assault.
In some circles this technique is called "Buddy Rushing".
Rate of Fire
- Rapid 1 round every 3 seconds
- Normal 1 round every 6 seconds
- Slow 1 round every 12 seconds
For the SAW, instead of a round, fire a burst of 3 to 5 rounds.
Laying down suppressing fire can have you firing into the air around possible enemy positions. This does not require as much ammo as you think. 4 or 8 players firing a round every 12 seconds adds up to a pretty constant barrage.
No need to burn your entire loadout on the first engagement.
REMEMBER
- Cohesion = combat power
- Suppression wins fights
- Speed + violence of action
Meta
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Acronym CAF5
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UUID document_7900d2e9-e1c3-4135-a442-d8e5d0d9329b
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Created 2025-09-19 19:15 UTC (7 months ago)
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Updated 2026-03-30 15:44 UTC (a month ago)
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Status PUBLISHED
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Locked