Tactical Operations Center Wiki
Tag: Visual edit
Tag: Visual edit
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{{TacticsLite01|title1 = Technique: Breach and Clear|image1 = BreachTech, DemoClear.png|image2 =
 
{{TacticsLite01|title1 = Technique: Breach and Clear|image1 = BreachTech, DemoClear.png|image2 =
 
|technique: = Technique for Breaching Closed Doorways, and Clearing its Room|discipline: = MOUT, CQB, VBSS, Others|organiser: = Element Lead, Entire Element Personnel|notes: = Technique provides munitions for shut doors, coupled with an advanced entry technique subject to team leader's choice.}}The "Demo and Clear" Command, is used by the element or team leader, if requesting their unit approaches closed, potentially hostile shut doors. It has a particular focus on security, and teams should always be mindful its AOR, Munitions and Threat Levels. Entry techniques usually follow Move & Clear.<br />
 
|technique: = Technique for Breaching Closed Doorways, and Clearing its Room|discipline: = MOUT, CQB, VBSS, Others|organiser: = Element Lead, Entire Element Personnel|notes: = Technique provides munitions for shut doors, coupled with an advanced entry technique subject to team leader's choice.}}The "Demo and Clear" Command, is used by the element or team leader, if requesting their unit approaches closed, potentially hostile shut doors. It has a particular focus on security, and teams should always be mindful its AOR, Munitions and Threat Levels. Entry techniques usually follow Move & Clear.<br />
<br />Critical Elements: '''Grenade and Clear'''<br />
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<br />Critical Elements: '''Breach (or Demo) and Clear'''<br />
 
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# '''Breacher''' (OPERATOR1)
 
# '''Breacher''' (OPERATOR1)

Revision as of 16:22, 28 June 2019

Tactics, Techniques and Procedures Section: Breaching Techniques
In this section, we will outline 'Breaching Techniques', from which a small team, unit or element can employ in structures and buildings to provide entry in to or out of an otherwise impassable environment. Additionally, it will clarify on methods.


Breaching Definition

          Breaching

          /briːtʃ/

          (Mass Noun)


          I. To make a gap in and break through a structure, wall, barrier, or given defence.
          "...The Element affected entry into the compound by means of breaching charges..."


What types of breaching are there?

Breaching begins when a unit or individual decides to 'affect entry' into a given structure or environment. Determining how difficult the entry technique may be, helps clarify what form of entry the breacher or team-leader may deploy. For instance, a barricaded door may require specialist tools, or another entry altogether, by contrast a reinforced door, of which is common in secure locations, may require explosive or mechanical / assisted entry, so as to properly enter it.

  • Types of Breaching
    • Unassisted Entry
      • Use of Doorway (Opening/Closing)
      • Use of Windows (Opening/Closing)
      • Use of Openings, Entrances, Ports
    • Assisted Entry
      • Ballistic Breaching (via use of Hatton or TESAR frangible Shotgun Shells/Ammo)
      • Mechanical Breaching (via use of Hand Tools, or hand-operated Machinery, also)
      • Thermal Breaching (via use of Blow Torches, and Thermal/Thermic Lances, also)
      • Explosive Breaching (via use of Water, Linear or Strip Charges to provide entries)


Determining what the situation requires, a team leader may determine that entry does not require assisted force, but if required, can employ various methods depending on the current context. For instance, in the example of a scenario in which hostages are factored in, assisted entry may need revising before deployment to prevent injury or retaliation of hostile forces. Ballistic and Explosive breaching are fastest, while Thermal and Mechanical are usually slower in usage.

Technique: Open and Clear

The "Open and Clear" Command, is used by an element or team leader when requesting their unit approaches, checks and opens a door prior to affecting a clearing technique. It has a particular focus on security, and a team should always bare in mind its AOR, Munitions and Threat Levels.

Critical Elements: Open and Clear

  1. Pointman (or nearest Operator)
    • Approaches Door, conducts 'Door Check' to ask the following:
      • Is it locked?
      • Is it boobytrapped?
      • Are there hostiles inside?
      • How do I successfully get in? (with safety for others)
      • What is going on inside the room at this time?
  2. Remainder Team
    • Upon Door Check 'Assessment' perform the required entry based upon the context of the situation given by that team
  3. Available Options
    • Can Open and Clear (as demonstrated here)
    • Can Demo or Breach and Clear (if barricaded/unable to enter)
    • Can Shoot Locks and Affect Entry (if locked, and unavoidable)
    • Attempt to affect entry by other means should above not work


In summary, Breaching Techniques are purely contextual, and based on their given situation. While some techniques require equipment or additional personal, all will require a careful understanding of time-sensitivity, discretion both for sound and visibility, as well as maintaining security during the entry. It is during this sensitive phase, that fatality rates become their highest. Baring these things in mind, may prevent unnecessary loss of life to both you, and any hostages.

Technique: Move and Clear

The "Move and Clear" Command, is used by the element or team leader, if requesting their unit approaches open, potentially hostile doorways. It has a particular focus on security, and a team should always bare in mind its AOR, Munitions and Threat Levels. Entry techniques usually follow Move & Clear.

Critical Elements: Move and Clear

  1. Pointman (or nearest Operator)
    • Approaches Doorway, without Flagging Entryway
    • Stands by for Entry Technique if not pre-established
  2. Remainder Team
    • Upon initial threat 'Assessment' perform the required entry based upon the context of the situation given by that team
  3. Available Options
    • Can Grenade and Clear
      • Flashbangs (for Blinding, Stunning, Deafening Enemies)
      • Frag Grenades (for dispatching embedded room enemy)
      • Smoke Grenades (provide initial entryway smoke cover)
    • Can Pie Door for Threats
    • Can Set Up Defensive Fire
    • Can Stand-by at Entrances


In summary, Breaching Techniques are purely contextual, and based on their given situation. While some techniques require equipment or additional personal, all will require a careful understanding of time-sensitivity, discretion both for sound and visibility, as well as maintaining security during the entry. It is during this sensitive phase, that fatality rates become their highest. Baring these things in mind, may prevent unnecessary loss of life to both you, and any hostages.

Technique: Grenade and Clear

The "Grenade & Clear" Command, is used by the element or team leader, if requesting their unit approaches open, potentially hostile doorways. It has a particular focus on security, and a team should always bare in mind its AOR, Munitions and Threat Levels. Entry techniques usually follow Move & Clear.

Critical Elements: Grenade and Clear

  1. Pointman (OPERATOR1)
    • Approaches Doorway, without Flagging Entryway
    • Stands by for Entry Technique if not pre-established
    • Provides Security by Aiming at the Doorway (AORs)
  2. Grenader (OPERATOR2)
    • Upon order by the Team Leader, prepares & throws grenade:
      • Flashbangs (for Blinding, Stunning, Deafening Enemies)
      • Frag Grenades (for dispatching embedded room enemy)
      • Smoke Grenades (provide initial entryway smoke cover)
  3. Remainder Team
    • Upon initial threat 'Engagement' perform the required entry based upon the context of the situation given by that team
  4. Available Options
    • Must Enter Immediately, following Grenade's Dispersal


In summary, Breaching Techniques are purely contextual, and based on their given situation. While some techniques require equipment or additional personal, all will require a careful understanding of time-sensitivity, discretion both for sound and visibility, as well as maintaining security during the entry. It is during this sensitive phase, that fatality rates become their highest. Baring these things in mind, may prevent unnecessary loss of life to both you, and any hostages.

Technique: Demo and Clear

The "Demo and Clear" Command, is used by the element or team leader, if requesting their unit approaches closed, potentially hostile shut doors. It has a particular focus on security, and teams should always be mindful its AOR, Munitions and Threat Levels. Entry techniques usually follow Move & Clear.

Critical Elements: Breach (or Demo) and Clear

  1. Breacher (OPERATOR1)
    • Approaches Door, conducts 'Door Check' to ask the following:
      • Is it locked?
      • Is it boobytrapped?
      • Are there hostiles inside?
      • How do I successfully get in? (with safety for others)
      • What is going on inside the room at this time?
  2. Breacher (OPERATOR1)
    • Sets 'Water Charge' or Demolitions Charge, affixed to Door
  3. Leader
    • Gives the 'GO' Order, to Set Off Breaching Charge and Enter
  1. Remainder Team
    • Upon initial demo setup perform the required entry based upon the context of the situation given by the team leader
  2. Available Options
    • Must Enter Immediately, following Charge's Dispersal


In summary, Breaching Techniques are purely contextual, and based on their given situation. While some techniques require equipment or additional personal, all will require a careful understanding of time-sensitivity, discretion both for sound and visibility, as well as maintaining security during the entry. It is during this sensitive phase, that fatality rates become their highest. Baring these things in mind, may prevent unnecessary loss of life to both you, and any hostages.