Military Operations: Advance, Attack, Defence, and Withdrawal

0.0(0)
Studied by 0 people
call kaiCall Kai
Locked
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/39

flashcard set

Earn XP

Description and Tags

Flashcards covering military operations of Advance, Attack, Defence, and Withdrawal based on tactical principles and mnemonics.

Last updated 5:55 PM on 8/15/26
Name
Mastery
Learn
Test
Matching
Spaced
Call with Kai
Chat

No analytics yet

Send a link to your students to track their progress

40 Terms

1
New cards

Advance Operation

An operation of war in which mobility or maneuver is exploited for gaining positions of advantage by joining or rejoining battle under the most favorable circumstances.

2
New cards

Aims of Advance (LDSS)

(a) To locate and destroy enemy forces, (b) To demoralize the enemy and reduce his capacity to fight, (c) To seize ground of tactical importance, and (d) To seize or maintain the initiative.

3
New cards

Advance to Contact (SI-MEAT)

Requires speedy action, initiatives on both sides, main force concentration, enemy operating in a coordinated plan, opposing an unbeaten enemy, and tactical reconnaissance on a wide front.

4
New cards

Pursuit (FED-SIP)

Following a defeated enemy with reduced morale and resistance; involves deep penetration, sacrifice of security for speed/contact, and acting with great boldness and risk.

5
New cards

Basic Considerations of Advance (CD-SMS-FLAG)

Combat intelligence, Seizure and maintenance of initiative, Maintenance of momentum, Security, Grouping and order of march, Flexibility, Logistics, Air, and Deception.

6
New cards

Maintain Continued Pressure (MNNW)

Strategy for seizure and maintenance of initiative: Maintain pressure by day and night, never lose contact, never allow enemy to regain control, and wrest the initiative from the beginning.

7
New cards

Momentum Maintenance (A-MACC-CONE)

Involves air support, mental alertness of commanders, speed over terrain, correct grouping/drills, bypassing major opposition (if secure), continuous logistics, and overcoming minor opposition.

8
New cards

Security during Advance (SASA-WC)

Achieved via signal security, traffic discipline, air defense, protection of front/flanks/rear, wide reconnaissance, and correct grouping.

9
New cards

Flexibility in Advance (DAMAC)

Includes decentralization, advancing on a wide front, maintaining adequate reserves, available laterals for switching axes, and concentration of artillery/signals.

10
New cards

Coup de main

Operations designed to capture or destroy bridges or defiles as a means of achieving surprise.

11
New cards

Tactical Grouping of Advance (RAF-MR)

Consists of Reconnaissance elements, Advance guard, Flank guard, Main body, and Rear guard.

12
New cards

Advance Guard Tugas (GDP)

To prevent the main body from running blindly into the enemy, drive in minor opposition or secure a firm base, and provide information to the commander.

13
New cards

Van Guard Composition (SADI-F)

An armoured squadron, an infantry company (with various attachments), anti-tank missile detachments, an engineer section, and a Forward Observation Officer.

14
New cards

Night Advance Reasons (CM-PAPI)

Combat is not restricted to day, achieving surprise, preventing enemy regrouping, handling unfavorable air situations, and using developed NVDs for first light attacks.

15
New cards

Aim of Attack (C-DS)

(a) Destroy an enemy force, (b) Seize and hold ground/deny it to the enemy, and (c) Contain an enemy force or divert its attention.

16
New cards

Quick Attack

Operation where time is of paramount importance, requiring speed, decentralization, risk-taking, and practiced battle drills.

17
New cards

Deliberate Attack (CDC)

Characterized by careful and detailed planning, coordination of all available resources, and detailed information about the enemy and terrain.

18
New cards

Firm Base (ACE)

Ensures the enemy cannot wrest initiative with a spoiling attack, provides a place for attacking troops to fall back if they fail, and prevents commander reaction to counter-attacks.

19
New cards

Forms of Maneuver in Attack (EPF)

Frontal attack (Direct approach), Penetration (Direct approach), and Envelopment (Indirect approach).

20
New cards

Stages of Penetration (RCW)

Rupture of defenses, widening of the gap, and capture of the objective.

21
New cards

Periods of Deliberate Attack (PBDBP)

Preparatory, Break in, Dog fight, Break out, and Pursuit.

22
New cards

Break In Period (PBS)

Entails punching a hole in enemy defenses, breaching obstacles, and securing a bridgehead on the enemy's side of the obstacle.

23
New cards

Break Out Period (SSTD)

Aim to seize tactical features and communication centers before the enemy, trap forces, and destroy administrative organizations.

24
New cards

Assembly Area Actions (N-MAP)

Marrying up with supporting arms, administrative arrangements, preparation of weapons/ammunition, and netting of radio sets; time spent is typically 262-6 hours.

25
New cards

FUP (Forming Up Place)

Must be concealed, square, and close to the start line; not in a likely enemy DF (Defensive Fire) task area; time spent is typically 153015-30 minutes.

26
New cards

Infantry Battalion Tasks in Attack (CCSC-POEM-T)

Clear BOPs, capture forward zones, secure corridors, clear center lines, establish bridgeheads, occupy depth areas, provide firm base, and mop up.

27
New cards

Silent Attack Conditions (Night-PAGE)

Highly trained troops, suitable going/weather for silent move, non-alert enemy, patrolling dominance in 'no man's land', and dark night.

28
New cards

H-Hour Decision Factors (PTT-TE)

Phase of the moon, assembly/forming up time, assault/breaching time, re-organization completion time, and enemy patrolling habits.

29
New cards

Infiltration Application (DDC)

Striking decisive blows by cutting logistical support, depriving enemy of withdrawal/reinforcement, and destroying command and control.

30
New cards

Reasons for Defence (WE-PAGL-DEW)

Forced by enemy, territorial integrity, protecting flanks, general policy, gaining time for process of attrition, luring enemy, or denying vital areas.

31
New cards

Process of Attrition (DRLWD)

The sequence of Delay, Resist, Limit, Weaken, and Destroy.

32
New cards

Positional Defense Factors (SLR-Good-FDL-Need)

Need to retain areas, low mobility of forces, lack of mobile reserve, unfavorable air situation, good terrain, time for preparation, and lack of depth.

33
New cards

Mobile Defense Factors (2STFF-DGAN)

Nuclear threat, strong mobile reserve, high mobility, numerical inferiority, excessive frontage, depth availability, and favorable air situation.

34
New cards

Organisation of Defence

Hierarchical levels: Defended Zone (Army), Defended Sector (Corps/Div), Defended Area (Battalion), Defended Locality (Company/Platoon), and Defended Post (Section).

35
New cards

Covering Troops (COP)

Deployed to cause attrition, observe/harass/delay enemy advance, and provide early warning ahead of the main defensive position.

36
New cards

Screen Tasks (HARD-MD)

Temporarily deny close observation, force early deployment, report enemy strength, hamper patrolling, assist withdrawal, and deceive regarding location.

37
New cards

Reverse Slope Position Advantage (MAC-GDP)

Renders enemy artillery ineffective, achieves tactical surprise, conceals layout, allows free movement, and provides security against NBC effects.

38
New cards

Extended Defence Implications (Loss-DAD)

Loss of territory, poor communication, vastness of area, but provides adequate space to destroy the enemy.

39
New cards

Withdrawal Reasons (C-GADHA)

Harass/exhaust enemy, draw enemy to unfavorable positions, gain time, conform to flank moves, free forces for elsewhere, or following tactical defeat.

40
New cards

Intermediate Position requirements (AD-MAST)

Influenced by the amount of delay possible, distance between positions, mobility of force, and speed of enemy follow-up.