28 RULES OF COMBAT
(They never taught you)

Logan Graves (Fennriss@aol.com)


>>>[Here's a little list I haven't seen posted for a while. The first time I saw one of these, I was in the military, "manning the fax-machine" for my Engineering Co. There are endless variations, but here's mine:]<<<
-----Fenris(2:02:02/6-22-56)

28 RULES OF COMBAT
(They never taught you)

  1. You are not Superman.
  2. If it's stupid & it works, it ain't stupid.
  3. Never draw fire, it irritates everyone around you.
  4. When in doubt empty the magazine.
  5. Never share a foxhole with someone braver then you are.
  6. Your weapon was made by the lowest bidder.
  7. If you can't remember, the claymore is pointed toward you.
  8. All five-second grenade fuses are three seconds.
  9. Try to look unimportant--they may be low on ammo.
  10. The enemy diversion you are ignoring is the main attack.
  11. If you're short of everything except the enemy, you're in combat.
  12. Incoming fire has the right of way.
  13. No combat-ready unit was ever passed inspection.
  14. No inspection-ready unit has ever passed combat.
  15. Teamwork is essential. It gives them other people to shoot at.
  16. If the enemy is in range, so are you.
  17. Tracers work both ways.
  18. The only thing more accurate than incoming enemy fire is incoming friendly fire.
  19. Radios will fail as soon as you need fire support.
  20. Don't look conspicuous, it draws fire.
  21. The easy way is always mined.
  22. Professionals are predictable--it's the amatures that are dangerous.
  23. The enemy invariably attacks on two occasions:
    • When you're ready for them.
    • When you're not.
  24. A "sucking chest wound" is nature's way of telling you to slow down.
  25. If your attack is going well, you've just walked into an ambush.
  26. Anything you do can get you shot, including nothing.
  27. Make it tough enough for the enemy to get in and you won't be able to get out.
  28. When you have secured an area, don't forget to tell the enemy.
***End of File***

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