Pappy
05-09-2008, 07:47 AM
Evaluation Guidance: Score the soldier GO if all performance measures are passed. Scored the soldier NO-GO if any performance measure is failed. If the soldier scores a NO-GO, show the soldier what was done wrong and how to do it correctly.
References
Required Related
FM 3-21.75 (21-75)
NAVIGATE FROM ONE POINT ON THE GROUND TO ANOTHER POINT WHILE DISMOUNTED
071-329-1006
Conditions: Given a standard topographic map of the area, scale 1:50,000, a coordinate scale and protractor, a compass, and writing materials.
Standards: Moved on foot to designated points at a rate of 3,000 meters in an hour.
Performance Steps (1-4)
1. Determine your pace count.
a. When traveling on foot, measure distance by counting paces. The average soldier uses 116 paces to travel 100 meters. Check your pace length by practicing on a known 100-meter distance, like a football field plus one end zone, which is 110 yards (about 100 meters).
b. When traveling cross-country as in the field, you use more paces to travel 100 meters, usually about 148 instead of 116. This is because you are not traveling over level ground, and must use more paces to make up for your movement up and down hills. You should pace yourself over at least 600 meters of crisscrossing terrain to learn how many paces it takes you to travel an average 100 meters over such terrain.
c. Be sure you know how many paces it takes you to walk 100 meters on both level and crisscrossing terrain.
(1) The problem in pacing is maintaining a straight line. At night, you will tend to walk in a clockwise circle if you do not use a compass. In daylight, you should use aiming points and a compass. Also, remember to figure only the straight-line distance when you have to walk around an obstacle.
(2) Another problem is keeping count of paces taken. One way is to use pebbles. For instance, suppose you want to pace off one kilometer. (A kilometer is 1,000 meters or the distance between two of the black grid lines on your map.) Put ten pebbles in your right pocket. When you go 100 meters, move one pebble to your left pocket and start your count over. When all ten pebbles had been moved to your left pocket, you have traveled 1 kilometer. Or, you can tie knots in a string, one knot per 100 meters.
d. Sample problem: You are to move 715 meters, and your pace count for 100 meters is 116 paces.
(1) Using the pebble methods, you will need seven pebbles. This will take you 700 meters. But what about the other 15 meters?
(2) To determine how many paces it will take to go the remaining 15 meters, multiply 15 meters by your pace count. (116—15 x 116 = 1,740). Mark out the last two numbers (40). The remainder (17) is how many paces it will take to go 15 meters.
(3) So you would go 715 meters using the pebble method by pacing off 116 paces per 100 meters until all seven pebbles are used, then go an additional 17 paces to arrive at 715 meters.
2. Navigate from one point to another using terrain association.
a. This technique uses terrain or manmade features to serve as landmarks or checkpoints for maintaining direction of movement. It can be used anywhere, day or night, as long as there are distinguishable terrain features. You use terrain association when moving from the unit area to the motor pool. You walk down the road or sidewalk using intersections or buildings to steer or turn on (landmarks or checkpoints). In the field, with few roads and buildings, use terrain features for your axis and checkpoints.
b. In using association, you locate first your position on the map, then your destination or objective. It will seldom be the best way to travel. For example, look at Figure A-1 (071-329-1006-1). Assume that you are to move from point A to point B. You see that a straight line could cause you to climb several small ridges and valleys (the "X's" on Figure 071-329-1006).
Figure A-1. Straight-line route
Figure A-1. (071-329-1006-1) Straight-line route.
c. When adjusting your route, consider the following:
(1) Tactical aspect. Avoid skylining open areas and danger areas like streams or crossings on roads and hilltops. Your tactical concern is survival. The mission is causing you to move to your objective. You need to be sure you get to that objective. Looking at Figure A-2 (071-329-1006-2), you decide for tactical reasons to cross the stream where you would not be seen from the road (C) and to cross the road in a small valley (D). You know that valleys offer better cover and concealment, so you will use them (E) (F).
Figure A-2 Adjusted route
Figure A-2 (071-329-1006-2) Adjusted route.
(2) Ease of movement. Always pick the easiest route that the tactical situation allows. However, you achieve surprise by doing the unexpected. A difficult route increases your chance of getting lost. A difficult route may be noisy and may tire you out before you get to your objective.
(3) Boundaries. It is almost impossible to travel in a straight line, with or without a compass. Pick an axis or corridor to travel along. Pick boundaries you will be able to spot or feel. Hardtop roads, streams, high grounds, and railroads all make good boundaries. If you start to wander too far off course, you will know it.
d. You decide the route shown in Figure A-3 (071-329-1006-3) offers you easy movement. You check your axis up the valley
(1); across the ridge at the saddle
(2); cross the stream, turning left and keep the stream on the left, high ground on the right
(4); to the third valley
(5); to the saddle, then on the objective (6).
Figure A-3. Route of travel
Figure A-3. (071-329-1006-3) Route of travel.
e. With boundaries to keep you straight, you need to know where along your corridor you are. You do this with checkpoints. The best checkpoint is a line or linear feature that you cannot miss. A linear feature across your corridor, or axis, is crossed no matter where you are in the axis. Use hardtop roads, railroads, power lines, perennial streams (solid blue lines, the dash blue lines are frequently dry), rivers, ridges, and valleys.
NOTE: DO NOT use light-duty roads and trails, there is always more on the ground than the map shows. DO NOT use wood lines, which are rarely permanent.
f. Referring to Figure A-4 (071-329-1006-4), pick your checkpoints.
(1) Saddle, use Hill 241 to line on up the right valley, and follow to—
(2) Stream, move along it until—
(3) Bend in the stream, turn right to—
(4) Road in the valley (the ridge crossing on the road on the 12-grid line will serve as a limiting feature), then up to—
(5) Far saddle, and right to your objective (B).
g. If you cannot find linear features, use an elevation change—hill or depressions, small ridge, or a valley. Look for one contour line of change during the day, two at night. Regardless of contour interval, you will spot a contour interval of change on foot.
h. Determine the distance between checkpoints. DISTANCE IS THE CAUSE OF MOST NAVIGATIONAL MISTAKES. Estimate or measure the distance from one checkpoint to another. Trust that distance.
Figure A-4. Checkpoints
Figure A-4. (071-329-1006-4) Checkpoints.
i. Referring to Figure A-5 (071-329-1006-5), check your distances:
(1) 500 meters to the saddle (1).
(2) 800 meters to the stream (2).
(3) 500 meters to the bend in the stream (3).
(4) 300 meters to the road (4).
(5) 1,000 meters to the far saddle (5).
3. Navigate from one point to another using dead reckoning.
a. Dead reckoning is a technique of following a set route or line for a determined distance. This technique is used on flat terrain, like deserts and swamps. It can be used day or night. To use dead reckoning—
(1) Locate the start point and finish point on the map. Figure A-5 (071-329-1006-5).
Figure A-5.Distance between checkpoints.
Figure A-5. (071-329-1006-5) Distance between checkpoints.
(2) Determine the grid azimuth from the start point to the finish point or to the first intermediate point on the map.
(3) Convert the grid azimuth taken from the map to a magnetic azimuth.
(4) Determine the distance between the start point and the finish point or any intermediate points on the map.
NOTE: If you do not know how many paces you take for each 100 meters, you should move to a 100-meter course and determine your pace count.
(5) Convert the map distance to pace count.
(6) Make a thorough map reconnaissance of the area between the start point and the finish point.
b. Before moving from the start point, shoot an azimuth on a well-defined object on the ground in the direction of travel. These objects, known as steering points, may be lone trees, buildings, rocks, or any easily identifiable point. At night, the most likely steering point will be a star. Because of the rotation of the Earth, the positions of the stars continually change. You must check your azimuth frequently. Do this only when halted. Using your compass while moving will cause you to go off-course. Your steering mark may be beyond your objective. Remember to travel the distance you determined.
c. Once you have selected a steering point, move toward it, remembering to begin your count. You should have some methods devised to keep track of the number of 100 meters you travel.
d. Upon reaching your first steering point, shoot an azimuth to another steering mark, and repeat c, until you reach the finish point.
e. If you should encounter an obstacle, you may have to detour around it. See Figure A-6 (071-329-1006-6). To do this, complete a series of 90-degree turns until the obstacle is bypassed and you are back on the original azimuth.
References
Required Related
FM 3-21.75 (21-75)
NAVIGATE FROM ONE POINT ON THE GROUND TO ANOTHER POINT WHILE DISMOUNTED
071-329-1006
Conditions: Given a standard topographic map of the area, scale 1:50,000, a coordinate scale and protractor, a compass, and writing materials.
Standards: Moved on foot to designated points at a rate of 3,000 meters in an hour.
Performance Steps (1-4)
1. Determine your pace count.
a. When traveling on foot, measure distance by counting paces. The average soldier uses 116 paces to travel 100 meters. Check your pace length by practicing on a known 100-meter distance, like a football field plus one end zone, which is 110 yards (about 100 meters).
b. When traveling cross-country as in the field, you use more paces to travel 100 meters, usually about 148 instead of 116. This is because you are not traveling over level ground, and must use more paces to make up for your movement up and down hills. You should pace yourself over at least 600 meters of crisscrossing terrain to learn how many paces it takes you to travel an average 100 meters over such terrain.
c. Be sure you know how many paces it takes you to walk 100 meters on both level and crisscrossing terrain.
(1) The problem in pacing is maintaining a straight line. At night, you will tend to walk in a clockwise circle if you do not use a compass. In daylight, you should use aiming points and a compass. Also, remember to figure only the straight-line distance when you have to walk around an obstacle.
(2) Another problem is keeping count of paces taken. One way is to use pebbles. For instance, suppose you want to pace off one kilometer. (A kilometer is 1,000 meters or the distance between two of the black grid lines on your map.) Put ten pebbles in your right pocket. When you go 100 meters, move one pebble to your left pocket and start your count over. When all ten pebbles had been moved to your left pocket, you have traveled 1 kilometer. Or, you can tie knots in a string, one knot per 100 meters.
d. Sample problem: You are to move 715 meters, and your pace count for 100 meters is 116 paces.
(1) Using the pebble methods, you will need seven pebbles. This will take you 700 meters. But what about the other 15 meters?
(2) To determine how many paces it will take to go the remaining 15 meters, multiply 15 meters by your pace count. (116—15 x 116 = 1,740). Mark out the last two numbers (40). The remainder (17) is how many paces it will take to go 15 meters.
(3) So you would go 715 meters using the pebble method by pacing off 116 paces per 100 meters until all seven pebbles are used, then go an additional 17 paces to arrive at 715 meters.
2. Navigate from one point to another using terrain association.
a. This technique uses terrain or manmade features to serve as landmarks or checkpoints for maintaining direction of movement. It can be used anywhere, day or night, as long as there are distinguishable terrain features. You use terrain association when moving from the unit area to the motor pool. You walk down the road or sidewalk using intersections or buildings to steer or turn on (landmarks or checkpoints). In the field, with few roads and buildings, use terrain features for your axis and checkpoints.
b. In using association, you locate first your position on the map, then your destination or objective. It will seldom be the best way to travel. For example, look at Figure A-1 (071-329-1006-1). Assume that you are to move from point A to point B. You see that a straight line could cause you to climb several small ridges and valleys (the "X's" on Figure 071-329-1006).
Figure A-1. Straight-line route
Figure A-1. (071-329-1006-1) Straight-line route.
c. When adjusting your route, consider the following:
(1) Tactical aspect. Avoid skylining open areas and danger areas like streams or crossings on roads and hilltops. Your tactical concern is survival. The mission is causing you to move to your objective. You need to be sure you get to that objective. Looking at Figure A-2 (071-329-1006-2), you decide for tactical reasons to cross the stream where you would not be seen from the road (C) and to cross the road in a small valley (D). You know that valleys offer better cover and concealment, so you will use them (E) (F).
Figure A-2 Adjusted route
Figure A-2 (071-329-1006-2) Adjusted route.
(2) Ease of movement. Always pick the easiest route that the tactical situation allows. However, you achieve surprise by doing the unexpected. A difficult route increases your chance of getting lost. A difficult route may be noisy and may tire you out before you get to your objective.
(3) Boundaries. It is almost impossible to travel in a straight line, with or without a compass. Pick an axis or corridor to travel along. Pick boundaries you will be able to spot or feel. Hardtop roads, streams, high grounds, and railroads all make good boundaries. If you start to wander too far off course, you will know it.
d. You decide the route shown in Figure A-3 (071-329-1006-3) offers you easy movement. You check your axis up the valley
(1); across the ridge at the saddle
(2); cross the stream, turning left and keep the stream on the left, high ground on the right
(4); to the third valley
(5); to the saddle, then on the objective (6).
Figure A-3. Route of travel
Figure A-3. (071-329-1006-3) Route of travel.
e. With boundaries to keep you straight, you need to know where along your corridor you are. You do this with checkpoints. The best checkpoint is a line or linear feature that you cannot miss. A linear feature across your corridor, or axis, is crossed no matter where you are in the axis. Use hardtop roads, railroads, power lines, perennial streams (solid blue lines, the dash blue lines are frequently dry), rivers, ridges, and valleys.
NOTE: DO NOT use light-duty roads and trails, there is always more on the ground than the map shows. DO NOT use wood lines, which are rarely permanent.
f. Referring to Figure A-4 (071-329-1006-4), pick your checkpoints.
(1) Saddle, use Hill 241 to line on up the right valley, and follow to—
(2) Stream, move along it until—
(3) Bend in the stream, turn right to—
(4) Road in the valley (the ridge crossing on the road on the 12-grid line will serve as a limiting feature), then up to—
(5) Far saddle, and right to your objective (B).
g. If you cannot find linear features, use an elevation change—hill or depressions, small ridge, or a valley. Look for one contour line of change during the day, two at night. Regardless of contour interval, you will spot a contour interval of change on foot.
h. Determine the distance between checkpoints. DISTANCE IS THE CAUSE OF MOST NAVIGATIONAL MISTAKES. Estimate or measure the distance from one checkpoint to another. Trust that distance.
Figure A-4. Checkpoints
Figure A-4. (071-329-1006-4) Checkpoints.
i. Referring to Figure A-5 (071-329-1006-5), check your distances:
(1) 500 meters to the saddle (1).
(2) 800 meters to the stream (2).
(3) 500 meters to the bend in the stream (3).
(4) 300 meters to the road (4).
(5) 1,000 meters to the far saddle (5).
3. Navigate from one point to another using dead reckoning.
a. Dead reckoning is a technique of following a set route or line for a determined distance. This technique is used on flat terrain, like deserts and swamps. It can be used day or night. To use dead reckoning—
(1) Locate the start point and finish point on the map. Figure A-5 (071-329-1006-5).
Figure A-5.Distance between checkpoints.
Figure A-5. (071-329-1006-5) Distance between checkpoints.
(2) Determine the grid azimuth from the start point to the finish point or to the first intermediate point on the map.
(3) Convert the grid azimuth taken from the map to a magnetic azimuth.
(4) Determine the distance between the start point and the finish point or any intermediate points on the map.
NOTE: If you do not know how many paces you take for each 100 meters, you should move to a 100-meter course and determine your pace count.
(5) Convert the map distance to pace count.
(6) Make a thorough map reconnaissance of the area between the start point and the finish point.
b. Before moving from the start point, shoot an azimuth on a well-defined object on the ground in the direction of travel. These objects, known as steering points, may be lone trees, buildings, rocks, or any easily identifiable point. At night, the most likely steering point will be a star. Because of the rotation of the Earth, the positions of the stars continually change. You must check your azimuth frequently. Do this only when halted. Using your compass while moving will cause you to go off-course. Your steering mark may be beyond your objective. Remember to travel the distance you determined.
c. Once you have selected a steering point, move toward it, remembering to begin your count. You should have some methods devised to keep track of the number of 100 meters you travel.
d. Upon reaching your first steering point, shoot an azimuth to another steering mark, and repeat c, until you reach the finish point.
e. If you should encounter an obstacle, you may have to detour around it. See Figure A-6 (071-329-1006-6). To do this, complete a series of 90-degree turns until the obstacle is bypassed and you are back on the original azimuth.