Section 1 – Route Selection, Navigation, and Execution

3-1. Leaders analyze the terrain from two perspectives. First, to see how it can provide tactical advantage to friendly and enemy forces. Second, they look at the terrain to determine how it can aid navigation. Leaders identify areas or terrain features dominating their movement route—the prescribed course to be traveled from a point of origin to a destination (FM 3-90). These areas can become possible intermediate (commonly called march) and final objectives.

Route Selection and Navigation

3-2. Leaders identify good ground along the route that facilitates navigation and the destruction of enemy forces in the event contact occurs. If the leader wants to avoid contact, the leader chooses terrain that conceals the unit’s movement. If the leader wants to make contact, the leader chooses terrain from where the leader can easily scan and observe the enemy. On other occasions, the leader may require terrain allowing stealth or speed. Regardless of the requirement, the leader must ensure most of the terrain along the route provides some tactical advantage.

Aid of Technology

3-3. Route selection and navigation are made easier with the aid of technology. The latest command and control systems enhance the Infantry platoon’s and squad’s ability to ensure they are in the right place at the right time, and to determine the location of adjacent units.

Note. Soldiers must be proficient in land navigation standard map, terrain association, and compass skills unassisted by technology.

Navigation Aids

3-4. There are two categories of navigational aids: linear and point. Linear navigational aids are terrain features such as trails, streams, ridgelines, wood lines, power lines, streets, and contour lines. Point terrain features include hilltops and prominent buildings. Navigation aids usually are assigned control measures to facilitate communication during the movement. Typically, linear features are labeled as phase lines while point features are labeled as checkpoints (or rally points). Three navigational aid techniques include catching features, handrails, and navigational attack points.

Catching Features

3-5. Catching features are obvious terrain features which go beyond a waypoint or control measure and can be either linear or point. The general idea is if the unit moves past the objective, limit of advance (LOA), or checkpoint, the catching feature will alert it that it has traveled too far. Two catching features methods include the offset-compass and boxing-in the route.

The Offset-Compass Method

3-6. If there is the possibility of missing a particular point along the route (such as the endpoint or a navigational attack point), it is sometimes preferable to aim deliberately at the leg to the left or right of the end point toward a prominent catching feature. Once reached, the unit simply turns the appropriate direction and moves to the desired endpoint. This method is especially helpful when the catching feature is linear.

Boxing-In the Route Method

3-7. Another method leaders use to prevent themselves from making navigational errors is to “box in” the leg or the entire route. This method uses catching features, handrails, and navigational attack points to form boundaries. Creating a box around the leg or route assists in easily recognizing and correcting deviation from the planned leg or route.

Handrails

3-8. Handrails are linear features parallel to the proposed route. The general idea is to use the handrail to keep the unit oriented in the right direction. Guiding off a handrail can increase the unit’s speed while also acting as a catching feature.

Navigational Attack Points

3-9. Navigational attack points are an obvious landmark near the objective, LOA, or checkpoint that can be found easily. Upon arriving at the navigational attack point, the unit transitions from rough navigation (terrain association or general azimuth navigation) to point navigation (dead reckoning). Navigational attack points typically are labeled as checkpoints.

Route Planning

3-10. Route planning must consider enabling tasks specific to tactical movement. These tasks facilitate the overall operation. Tactical movement normally contains some or all the following enabling tasks:

  • Planning movement with Global Positioning System (GPS) waypoints or checkpoints utilizing navigation skills.
  • Movement to and passage of friendly lines.
  • Movement to an objective rally point (known as ORP).
  • Movement to a probable line of deployment (PLD).
  • Movement to an LOA.
  • Linkup with another unit.
  • Movement to a patrol base or tactical assembly area (TAA).
  • Movement back to and reentry of friendly lines.

3-11. Leaders first identify where they want to end up (the objective or LOA). Then, working back to their current location, they identify all the critical information and actions required as they relate to the route. For example, navigational aids, tactical positions, known and suspected enemy positions, and friendly control measures. Using this information, they break up their route in manageable parts called legs. Finally, they capture their information and draw a sketch on a route chart. There are three decisions leaders make during route planning:

  • The type of (or combination of) navigation to use.
  • The type of route during each leg.
  • The start point and end point of each leg.

3-12. All routes have a designated start point and release point that are easily recognizable on the map and on the ground. The start point is a designated place on a route where elements fall under the control of a designated march commander(FM 3-90). It is far enough from the TAA to allow units to organize and move at the prescribed speed and interval when they reach the start point. A release point is a designated place on a route where elements are released from centralized control(FM 3-90). Once released from centralized control they are released back to the authority of their respective commanders. Each start point must have a corresponding release point, which must also be easy to recognize on the ground. Marching units do not stop at the release point; instead, as they move through the release point and continue toward their own appropriate destination.

3-13. The leader assesses the terrain in the proposed AO. In addition to the standard Army map, the leader may have aerial photographs and terrain analysis overlays from the parent unit, or information is provided by someone familiar with the area.

3-14. To control movement, a leader may use an axis of advance, direction of attack, infiltration lanes, phase lines, PLD, checkpoints (waypoints), final coordination line, rally points, TAA, and routes. Assigning an AO both restricts and facilitates the movement of units and use of fires.

Types of Navigation

3-15. The general types of navigation are terrain association, general azimuth, and point navigation. Leaders use whichever type or combination best suits the situation. The principles of land navigation while mounted are basically the same as while dismounted.

Terrain Association

3-16. Terrain association is the ability to identify terrain features on the ground by the contour intervals depicted on the map. The leader analyzes the terrain using the factors of observation and field of fire, avenues of approach, key terrain, obstacles, and cover and concealment (OAKOC), and identifies major terrain features, contour changes, and man-made structures along the axis of advance. The leader uses these features to orient the unit and to associate ground positions with map locations. The use of terrain association is that it forces the leader to assess the terrain continually. This leads to identifying tactically advantageous terrain and using terrain to the unit’s advantage.

General Azimuth

3-17. For this type of navigation, the leader selects linear terrain features; then while maintaining map orientation and a general azimuth, the leader guides on the terrain feature. An advantage the general azimuth navigation has is it speeds movement, avoids fatigue, and often simplifies navigation because the unit follows the terrain feature. The disadvantage is it usually puts the unit on a natural line of drift. This type of navigation ends like terrain association, with the unit reaching a catching feature or a navigational attack point, then switching to point navigation.

Point Navigation

3-18. Point navigation, also called dead reckoning, is done by starting from a known point and strictly following a predetermined azimuth and distance. This type of navigation requires a high level of leader control because even a slight deviation over the course of a movement can cause navigation errors. One method for this type of navigation uses a handheld compass and a distance from the pace Soldier to follow a prescribed route. Another method can involve a Soldier with a GPS following the steering arrow from waypoint to waypoint. Point navigation requires the leader to follow these steps:

  • Use the compass to maintain direction.
  • Use the pace Soldier’s pace (or when mounted use a vehicle odometer) to measure the distance traveled for each leg or part.
  • Review the written description of the route plan to help prevent navigational errors.

Note. Do not take compass reading from inside vehicles. Move away from vehicles when using a lensatic compass.

3-19. When performed correctly, point navigation is very reliable, but time-consuming. It is best used when the need for navigational accuracy outweighs the importance of using terrain. Point navigation is particularly useful when recognizable terrain features do not exist or are too far away to be helpful. One of the problems with point navigation is negotiating severely restrictive terrain or danger areas. For example, deserts, swamps, and thick forest make terrain association difficult. Using point navigation early on in a long movement can stress the compass Soldier and it may be advisable to switch the compass Soldier. One of the problems with point navigation is negotiating severely restrictive terrain or danger areas.

Combination

3-20. Leaders can benefit from combining these types of navigation. Terrain association and general azimuth method enable leaders to set a rough compass bearing and move as quickly as the situation allows toward a catching feature or a navigational attack point. Once reached, leaders switch to point navigation by paying close attention to detail, taking as much time as necessary to analyze the situation and find their point. Terrain association and general azimuth method allow for some flexibility in the movement, and do not require the same level of control as point navigation. Point navigation, on the other hand, enables leaders to locate their objective or point precisely.

Mounted Land Navigation

3-21. The principles of land navigation while mounted are basically the same as while dismounted. The major differences are the speed and distances associated with mounted movement. To be effective at mounted land navigation, the travel speed must be considered. When preparing to move, the effects of terrain on navigating mounted vehicles must be determined. Soldiers will cover great distances very quickly, and they must develop the ability to estimate the distance they have traveled. Using the odometer on the vehicle can assists with distance traveled but can be misleading on a map due to turns and going up and down hills for instance. Having a mobility advantage helps while navigating. Mobility makes it much easier if Soldiers get disoriented to move to a point where they can reorient themselves. When determining a route to be used when mounted, consider the capabilities of the vehicles to be used. Most military vehicles are limited in the degree of slope they can climb and the type of terrain they can negotiate. Swamps, thickly wooded areas, or deep streams may present no problems to dismounted Soldiers, but the same terrain may completely stop mounted Soldiers.

Route Types

3-22. There are three types of routes leaders can choose from: those which follow linear terrain features; those which follow a designated contour interval; and those which go cross compartment. Terrain association can be used with all three route types. The general azimuth type of navigation is used with the contour and terrain feature route types. Point navigation is used primarily with cross compartment.

Terrain Feature

3-23. Following a terrain feature is nothing more than moving along linear features such as ridges, valleys, and streets. The advantage of this method is the unit is moving with the terrain. This is normally the least physically taxing of the methods. The disadvantage of following terrain features also means following natural lines of drift, which leads to a higher probability of chance contact with the enemy.

Contouring

3-24. Contouring (remaining at the same height the entire leg) follows the imaginary contour line around a hill or along a ridgeline. Contouring has two advantages. First, it prevents undue climbing or descending. Second, following the contour acts as handrail or catching feature. The disadvantage of contouring is it can be physically taxing.

Cross Compartment

3-25. Cross compartment means following a predetermined azimuth and usually means moving against the terrain. The advantage of this method is it provides the most direct route from the start point to the end point of the leg or route. There are two primary disadvantages to this type of route. First, this method can be physically taxing. Second, the unit might expose itself to enemy observation.

Develop A Leg

3-26. The best way to manage a route is to divide it into segments called “legs.” By breaking the overall route into several smaller segments, the leader is able to plan in detail. Legs typically have only one distance and direction. A change in direction usually ends the leg and begins a new one.

3-27. A leg must have a definite beginning and ending, marked with a control measure such as a checkpoint or phase line. (When using GPS, these are captured as waypoints.) When possible, the start point and end point should correspond to a navigational aid (catching feature or navigational attack point).

3-28. To develop a leg, leaders first determine the type of navigation and route best suiting the situation. Once these two decisions are made, the leader determines the distance and direction from the start point to the end point. The leader then identifies critical METT-TC (I) mission, enemy, terrain and weather, troops and support available, time available, civil considerations, and informational considerations as it relates to the specific leg. Finally, leaders capture this information and draw a sketch on a route chart. (See figure 3-1.)

Figure 3-1. Sketching of legs, example

Route Execution

3-29. Using decisions about the route and navigation made during planning and preparation, leaders execute their route and direct their subordinates. In addition to executing the plan, leaders—

  • Determine and maintain accurate location.
  • Designate rally points.

Determine and Maintain Accurate Location

3-30. A leader must always know the unit’s location during movement. Without an accurate location, the unit cannot rapidly receive help from supporting arms, integrate reserve forces, or accomplish their mission. To ensure an accurate location, a leader uses many techniques, including:

  • Executing common skills.
  • Designating a compass Soldier and pace Soldier.
  • Using command and control systems (for example, GPS).

Common Skills

3-31. All Infantry Soldiers, particularly leaders, must be experts in land navigation. Important navigation tasks common to all include:

  • Locating a point using grid coordinates. Using a compass (day/night).
  • Determining location using resection, intersection, or modified resection.
  • Interpreting terrain features.
  • Measuring distance and elevation.
  • Employing command and control systems.

Compass Soldier

3-32. The compass Soldier assists in navigation by ensuring the lead fire team leader remains on course at all times. The compass Soldier should be thoroughly briefed. Instructions to the compass Soldier must include an initial azimuth with subsequent azimuths provided as necessary. The platoon leader or squad leader should also designate an alternate compass Soldier and validate the patrol’s navigation with GPS devices.

Pace Solder

3-33. The pace Soldier maintains an accurate pace at all times. The platoon leader or squad leader should designate how often the pace Soldier reports the pace. The pace Soldier also should report the pace at the end of each leg. The platoon leader or squad leader should designate an alternate pace Soldier.

Global Positioning Systems

3-34. During planning, leaders enter their waypoints into the GPS. Once entered, the GPS can display information such as distance and direction from waypoint to waypoint. During execution, leaders use the GPS to establish their exact location.

3-35. GPS signals are subject to denial by threat forces. Also, GPS signals may be inaccurate in dense foliage. Both mean that GPS should always be backed with map, compass, and pace count.

Note. Leaders need to remember GPS and digital displays are not the only navigational tools they can use. The best use of GPS or digital displays is for confirming the unit’s location during movement. Terrain association and map- reading skills still are necessary, especially for point navigation. Over reliance of GPS and digital displays can cause leaders to ignore the effects of terrain, travel faster than conditions allow, miss opportunities, or fail to modify routes when necessary.

Designate Rally Points

3-36. A rally point is a place designated by the leader where the unit moves to reassemble and reorganize if it becomes dispersed. It also can be a place for a temporary halt to reorganize and prepare for actions at the objective, to depart from friendly lines, or to reenter friendly lines. Planned rally points are common control measures used during tactical movement. (See chapter 7 for additional information.)

Next Page : Section 2 – Tactical Movement (Approach March)

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