1. Designates the assault team and identifies the location of the entry point for the team.
2. Positions the follow-on assault team to provide overwatch and supporting fires for the initial assault team.
3. Moves as near the entry point as possible, using available cover and concealment.
4. If a supporting element is to perform an explosive or ballistic breach, remains in a covered position until after the breach. If necessary, provides overwatch and fire support for the breaching element.
5. Before moving to the entry point, team members signal each other that they are ready.
6. Avoids using verbal signals, which could alert the enemy.
7. To reduce exposure to fire, moves quickly from cover to the entry point.
8. Enters through the breach and, unless someone throws a grenade before the team enters, [the team] avoids stopping outside of the point of entry.
TEAM LEADER (SOLDIER NO. 2)
9. Has the option of throwing a grenade into the room before entry. Grenade type (fragmentation, concussion, or stun type) depends on the ROE and the building structure.
10. If stealth is moot (not a factor), sounds off when he throws grenade, for example, Frag out, Concussion out, or Stun out.
11. If stealth is a factor, uses visual signals when he throws a grenade.
12. On the signal to go, or immediately after the grenade detonates, moves through the entry point and quickly takes up positions inside the room. These positions must allow the team to completely dominate the room and eliminate the threat. Unless restricted or impeded, team members stop moving only after they clear the door and reach their designated point of domination. In addition to dominating the room, all team members identify possible loopholes and
mouseholes in the ceiling, walls, and floor. Note: Where enemy forces may be concentrated and the presence of noncombatants is unlikely, the assault team can precede their entry by throwing a fragmentation or concussion grenade (structure dependent) into the room, followed by aimed, automatic small-arms fire by the number-one Soldier as he enters.
SOLDIER NO. 1 (RIFLEMAN)
13. Enters the room and eliminates the immediate threat. Goes left or right, normally along the path of least resistance, toward one of two corners. When using a doorway as the point of entry, determines the path of least resistance based on the way the door opens.
• If it opens outward, he moves toward the hinged side.
• If it opens inward, he moves away from the hinges.
14. On entering, gauges the size of the room, the enemy situation, and any furniture or other obstacles to help him determine his direction of movement.
15. Avoids planning where to move until the exact layout of the room is known. Then, each Soldier goes in the opposite direction from the Soldier in front of him. Every team member must know the sectors and duties of each position.
SOLDIER NO. 1
16. As the first Soldier goes through the entry point, he can usually see into the far corner of the room. He eliminates any immediate threat and, if possible, continues to move along the wall to the first corner. There he assumes a dominating position facing into the room.
TEAM LEADER (SOLDIER NO. 2)
17. Enters about the same time as Soldier No. 1, but as previously stated, moves in the opposite direction, following the wall and staying out of the center. He clears the entry point, the immediate threat area, and his corner, and then moves to a dominating position on his side of the room.
GRENADIER (SOLDIER NO. 3)
18. Moves opposite Soldier No. 2 (team leader), at least 1 meter from the entry point, and then to a position that dominates his sector.
SAW GUNNER (SOLDIER NO. 4)
19. Moves opposite Soldier No. 3, and then to a position that dominates his sector.
Points of Domination - If the path of least resistance takes the first Soldier to the left, then all points of domination mirror those in the diagrams. Points of domination should be away from doors and windows to keep team members from silhouetting themselves.
20. Ensures movement does not mask anyone's fire. On order, any member of the assault team may move deeper into the room, overwatched by the other team members. Once the team clears the room, the team leader signals to the squad leader that the room has been cleared. The squad leader marks the room IAW unit SOP. The squad leader determines whether his squad can continue to clear through the building. The squad reorganizes as necessary. Leaders redistribute the ammunition. The squad leader reports to the platoon leader when the room is clear.