Saturday, October 29, 2016
My New Tax Plan
Teen Development Hypothesis
Thursday, October 13, 2016
Military Stretegy Notes
- When enemy pushes forward, you hold the line. Another tactic would be to give them an opening and surround them on three fronts.
- My best suggestion is to attack on two or three fronts and always have a guy surprise attack them from behind on the fourth (or third) front (preferably done silently).
- When they are strong by quantity in one area, attack them in a less powerful area.
- Always take or destroy vital resources.
- Always be one step of the enemy and always be controlling or have a plan when the enemy advances.
- When enemy full charge advances, a good suggestion is to use guerilla dirty tactics to spread them out or group them into a single area.
- Just like the game of go, try to surround the enemy, preferably on three fronts.
- when enemy advances increase the amount of fire power to push them back or hit them with a surprise.
- Guerilla tactic, random/unorthadox but controlled.
- Use less fire power in one area to control the advancement/ path of moving forward of the enemy.
- Always mind friendly fire.
- The best tactic to use is hit/strike and relocate.
- Use a wedge formation to break past enemy lines.
- the mushroom effect or shoreline tactic is a tactic where you move through enemy lines and strike the enemy from behind.
- leap frog tactic, to attack the enemy while pulling back or moving forward.
- In Guerilla warfare be resourceful and unpredictable.
- Sabotage, going behind enemy lines for a specific purpose to take down resources and targets.
- Dummy-man, hijacking enemy assets and running sabotage and surprise operations.
- Running man, a man that runs and guns, gunning down enemies as fast as he can.
- Ghosters, units that penetrate enemy territory and attack from behind and either regroup the front lines or dissapear further into enemy lines for another strike.
- Fake fire, when fake sounds of gun fire attracts the enemy into a position of our advantage.
- Always avoid the main strike and attack the weak areas. If there isn't weak areas then attack as a strong unit to overpower an area.
- the vicious cycle, when losing have a group go in a circle around the enemy as if trying to hit them from behind.
- Much like kendo, perhaps when needed, try to always be parallel with the enemy to prevent them from going around you.
- When retreating always leave traps and obstacles behind.
- Never walk in a straight line, always spread out or be random.
- Operate tactically in the shade. Always scope out high areas, especially tactical or unexpected high areas (places you would go).
- Alway hide behind walls, doors, and unatural/not so recognizable areas.
- Scope out, aim, and prepare to fire in unexpected positions as your troops are running forward.
- Never try the same tactic twice in the same battle area.
- defensive: forward, engage, pull back while attacking, circle around enemy, attack from behind and/or continue. Think in terms of circular ring patterns constantly pulling back, swinging, and moving around in a circle around the enemy. Perhaps an S kind of formation.
- important: micro manage resources and timing.
- protect resources as a way to be prepared for the enemy.
- Utilize terrain, obstacles, and weather conditions.
- minimize or stay away from open space with no cover.
- Most times it's a good idea to have the high ground, this puts stress on an enemy.
- The objective of a tactician is to balance between minimizing casualty, being effective, and overall pushing the enemy back or completely defeating the enemy.
- Use propaganda and psychological warfare.
- An effective way of sabotage is trying to get other generals to leak info and make others believe they are a traitor with evidence.
- If enemy is too close where they can hear you, it's best to stay still and in the shadows. Therefore, you can catch them and fire at them whenever they get in front of you.
- The battle field is about retreating when getting fired at (if it' a good idea) and pulling around the enemy. Once all the enemies are taken out, then push forward.
- Whenever traveling be sure to frequently check places with potential dark shadows. I call this shadow scouting. You might find there is where the enemy is hiding.
- know your weapon distance.
- 50 foot rule: Move about silently in the forest when it's dense so that others cannot hear you. Have about 50 feet from the enemy.
- Airsoft tips:
- Act fast, think faster
- the shadows are your friend
- the direction of light is your friend
- Be one step ahead of your leader.
- always be ready and find something to get behind
- don't get too far from the team
- think about your enemy's position and try to out maneuver them or position them in a way that will help you hit them. to get around them and to be in the rear is a good tactic to take out the enemy with surprise (watch out for rear gunner and your own team friendly fire).
- think guerilla, think smart, think irregular/unconventional.
- A kill box is when your team flank (or move outwards) while your guys pull back in a leap frog until they are behind the guys who are positioned in a flanked position, overall forming a wall or reverse wedge. If the enemy chases you, they have entered the kill box and you have the advantage.
- Don't crowd up on cover, have some distance from it so you can easily look around it, and sometimes it's a good idea to get very low. Know the difference between cover and concealment (cover shields, concealment hides and can be penetrated by bullets).
- Practice and perfect your movements: ninja movements by rolling the foot; leaning back to a sit down position (weiber to sniper kneel position, not forward); when prone rolling onto your feet; holding the strap or grip of your gun and placing for head on the ground while crawling to be in a very low prone while inching forward; with gun out doing a side ways crab craw or forward slide; don't walk, march; ninja walk to not take aim off while walking with gun out; use corners and hand to aim with weapon; limit amount of body exposure while behind cover; often don't stay behind cover too long; always check your corners before entering a place(never go in immediately, bank around the door and check around next room corners); In combat always look around, try not to stay still all the time; when camoed in a guilly suit, have your head always matching the environment.
- Have a back pouch for empty ammo cartilages.
- guerrilla: never fight face to face, hit and run using surprise; trick and confuse; use foul weather and the night; travel lite; use natural cover and the terrain to your advantage; use camo and be invisible; sabotage; don't fight a force greater than you are; be popular with the people.
- Use a near ambush to completely eliminate the enemy; use a far ambush to push them back, demoralize, or harass.
- Formations: formation wedge or "V" formation (more power or men on side to make it more strong) and stack formation (in a line or close parallel line). L formation for ambushes (normally coming from the side (example, two guys in the road (heavy machine guns)of enemy while rest are in a row on a flanking side position)).
- It's in good practice to choose the battlefield. Never let the enemy get close to your base of operations, engage externally and at a far distance. if they are at your door, you've already lost. Also have your resources in different places (diversify).
- Flanking is taking on the enemy on an angle they do not expect. Best done on the sides and rear. Fire team leader will be located in the middle. Flanking involves fast decisions. It needs to be quick, decisive, fast, and violent. Guerilla is the best tactics to get creative when allowing the enemy to advance.
- A good idea is to have ninja hand signals for advance maneuvers.
- Know you hand signals:
- Militia: 5 members for command is best effective, any mor then you need to break it up and have another in command. for meters bump both fists together and gesture a number; waving a single pointing finger in a circle means "form on me", telephone guestre means radio; checking your pulse with two fingers means "medic up"; two fingers to the upper arm mean "corporal up" (three fingers means "sargent up"); pointing to the upper shoulder with one finger means "lieutenant up" (two fingers means "captain up"); single pointing finger in the air means "recon team up" (two finger means"designated marksman up"); choking guester means "hostage, prisoner, or POW"; a single pointing finger spinning around in a circle across a person means "helicopter"; a wave sign (a wave infornt of the person going across their body) means "airplane"; A T guester (like time out) means "tank"; a gay fruity forward downward swipe means "infantry"; making a scope guester means "sniper"; a sideway L guester with the fingers means "friend", reverse that and it mean "enemy"(upside down L); the pretending to have two guns infornt of a person like in the wild west means "enemy in sight"; having the palm out (like a stop guester) and with a upside down counting guesture, one finger/ pointing finger for example, means "squad", two fingers means "second squad", three fingers means "third squad", and so on. gun guesture sitting on palm means "base of fire"; putting together two hands like in martial arts (black belt) means "execute"; waving two fingers horizontally means "column formation" (stack formation); putting fingers together and holding the hand outwards means "V formation"; holding the arms out is "line formation"; the downwards arm (fingers together) means "wedge formation"; making a diamond in one's hands infront of them means "diamond formations", pretending to dance or move arms up and down while having fists clenched means "stagger column"; holding arm outwards and complete straight means "line of rest" (this can be confused); waving the hand back and fourth while the hand is flat means "file formation"; a wofting back and fourth guesture means "spread out in line"; liting arms up and down like a penguin means "traveling overwatch"; touching the head and moving hand outwards means "bounding overwatch"; opening a clentched palm means "open up spacing"; closing a clentched palm means "close up spacing"; slapping the heel means "pace count"; slapping the head means "head count"; wofting outwards means "move up" (similar to spread out in line, like pushing fart out of the way); like a japanese host swinging the arm around and pointing with the palm means "pull this direction"; like a salute or observing far distance, this guesture means "scout ahead"; holding hand infront of you, almost touching yoru chest means "press line"; cuting the neck guesture means "danger area"; a stright in front of you hitler sign means "road" or "crawl"; cutting the heal guesture means "wire"; two fingers infront of chest menas "obstacle"; an open hand infront means "bunker, foxhole, fighting position"; reverse that (an upside down open palm) means "mine or booby trap"; a wave guester infornt of one's chest means "water"; moving back and fourth with cosed palm to the side of one's head means "vehicle"; touching both pointing fingers infront of oneself means "building"; doing this with both hands means "town"; drawing a rectangle (or a door, without finishing the rectangle) means "door"; drawing a square (full square) means "window";[skipped two parts "mark or repeat?"and "pass the road cross protecting?"]; holdimg palm sideways and using two fingers to point to palms means "full fire"; placing arm to one head (like taking cover) means "take cover"; doing the take cover guesture with a gun guesture means "cover fire or covering fire"; doing a round punch or go around guesture means "flank"; putting an open hand on your face and pointing means "pace the ambush this direction"; punching outwards repeatedly means "attack"; holding arm out and making a circle with one's pointing finger means "clear area"; wofting downwards (like fanning fart downwards or saying it's okay in Japanese) means "sees fire"; placing a hand on one's head and holding it there means "cover me"; making a slicing guesture (downwards to upwards) means "point of entry"; waving an ammo cartridge means "need ammo"; holding a finger down on one's palm means "map check"; making the loser symbol means "pistol"; making the loser symbol with an extended arms means "rifle"; making a pumping shotgun motion means "shotgun"; making a muscular fist waving motion with both arms means "gas masks or gas attack"; making a save-me motion by arms waving while criss crossing above one's head means "air attack"; thumbs up means "yes"; thumbs down means "no"; the stop guesture means "are you ready?"; waving with the hand out infornt of you with palm outwards means "I don't understand"; holding the palm out means "get ready"; holding arm up and palm flat (facing outwards) means "stop"; doing this with the palms means "freeze" (typical military guesture); patting downwards means "get down"; pointing to ears means "I hear"; pointing to eyes with both pointing and middle finger means "I see"; the hush guesture means "quiet"; patting on one's ear (and holding it there) means "take cover and listen"; with hand on head and pointing means "cover this area"; the breaking guesture with both fists together means "take break"; clenching fist infornt of you means "security"; do this clenched fist while opining it outwards (like exploding it outwwards) means "security out"; with a fist going in a circle, it means "360 degree security"; making a toot guesture (like a horn of a train or boat) means "hurry up"; a circle around one's wrist with closed and clentched palm means "minutes"; number are the average one to five, then it count by deducting a finger in a reverse pattern, ten is waving the thumb in a side to side motion; by pounding on both hands before giving a number guesture means incramenting it by adding a zero at the end (example: pount both hands together to indicate meters and guesture a number (5 for example), then pound both hands again and give it a number (5 which now means 50); this repetition of pounding motion means to add a zero ).
- hold you close quarters partner behind the shoulder when breaching and entering, pinch/clentch his shoulder when you're ready for next execution (or continuing the operation).
- pull jacked out of the way before using other hand to draw weapon, this is a good tactic. Also drawing one's pistol but not facing the enemy while shooting from under the arm is another good surprise tactic.
- Get cover from a car tire, stand parallel to the tire as if standing on it to aim. Aim and fire from underneath the vehicle.
- In care combat shoot through he windshield or open the door slightly, position your back against the door frame and fire.
- If caught in an L formation kill box, you can push forward in a furious fire fight, or pull back in a furious full fire. The other option is to fight the enemy sideways. L formation attacks are the most devastating (and most likely close range) and if not properly trained can lead to mass panic very quickly. Best way to deal with this is to practice for this scenario.
- Avoid linear trails, if possible don't be on a trail at all. Avoid danger areas with no cover. Also as part of ninjitsu listen for animals/ birds, observe if there's wild life.
- Have two rally points, near and far rally points.
- zigzagging is a good way to avoid getting hit by sniper fire in a clear area.
- strafe running is a good way to run on flat surfaces without making too much sound and moving far and fast.
- Bumping is a one after the other strategy. Bounding is a loose tactic where one person hold down and surveys the area while allowing fellow troops to pass by him before he joins at the tail end of the unit. My comment: "I suppose this tactic is good depending how dangerous the area is, if it's potentially hostile the bumping tactic would be more safe; if not that dangerous then a loose formation is not such a bad idea." Peeling is used when putting a rapid amount of fire downrange at the enemy and having guys retreat from a battle as fast as they can.
- //could it be that when enemies fire faster, they could be retreating?
- //The more dangerous a location, the more it's a better idea to use tactics that are more cautions or potentially safer for your team.
- //Tactics/ strategy: position (also distance), quantity of men, formation, fire power, ammunition, procedure (execution, exit and next procedure).
- //It's a good idea to always rehearse these scenarios with your squad.
- //Primary, secondary, and tertiary tactical process: a football-like dynamic strategy.
- //it's never too late to retreat and strike again. don't do patriot, do ninjitsu (those who run away live to strike another day).
- Patrol: the tactical column is a staircase maneuver patrol direction. The guy talks about allowing special fire teams to patrol in the same general direction as the tactical column patrol direction, eventually meeting in a different point or to stay within a specific radius. Like a red dots following a blue dot which is a like the Hub dot as it moves to an objective. This puts emphasis in communications, visuals, and back up communications. //If it was me, i would make a weak point in contact, a target enemies would love to shoot at, like a van that had C4 written on it or oil truck, maybe that could work. Another idea would be the use of drones to survey the area.
- // I would like a set (of commands?) where I could move soldiers to different scenarios.
- Carry out tactics that are unpredictable to the enemy, but is easy for your squad.
- If enemy is near it's less than 50 yards, if far it's greater than 50 yards.
- //I think a diagonal formation could be a good idea.
- //scout and then patrol (scout by drone for funny activity and then continue patrol).
- Bump up (protect VIP) tactic, where last guy taps shoulder or helmet of new last man, and they move in a large leap frog formation to the top of the line and ever last guy taps the new last guy and goes to the front of the line until they have successfully moved around of harms way. I think the spetznaz would just get up all at once and pull away while firing.*** This leap frog formation can be done with odd numbers moving at the same time around each other, so that the duration of out maneuvering the battle can move quicker.
- Combing military patrolling and ninjitsu, I would have one guy in camo scout ahead but in a flanking route or climb to the top of a hill or a tree and then returning to the squad.
- Another idea is to have a rally point behind enemy lines and separate into two smaller units (four people) and maneuver around the enemy causing the enemy to either push back or forward by moving both teams around the enemy. When the enemy comes back a kill box can be established.
- A good way to help a down person is to have two guys drag him by the arms, and other good idea it to get them to hang on to a piece of cloth, , maybe give them a weapon and drag them to safety.
- soldiers need to be well fed, rested, take breaks, stay hydrated, and be safe.
- Once you engage in a fire fight, you're more than likely always being followed. The only way out is flanking the enemy or setting up a kill box.
- Morph formations? Could it be possible to have a synchronous morphing formation, for example, when a team encounters and enemy and divides into two teams and either forces the enemy to push back or they go around the enemy, if the enemy in the process of being put in the middle of the circling force pushes forwards on one force, the other force advances from behind , or the force the enemy is facing can maneuver to the side while it regroups with the rest of their force, like an ameba.
- SAS walk in the shade to not give away their shadows.They also don't walk on a hill, because it can create a silawet (or moving silawet). They also maintain space between each other.
- 5 S's on camouflage: Shape, shade, shadow, silawet, and spacing.
- When being interrogated, pretend to be very weak.
- Conducting defensive operations (KOCCOA): Key terrain, observation, cover - conceal, channelize - comms, obstacles, avenues of approach.
- "Only the hits count and you can never miss fast enough" //not sure what it fully means.
- In urban warfare settings, it's about holding up the higher ground, more specifically the second story where an escape can be done, or the third story where one can climb down a rope to evasion. The best method is to stay out of an urban setting because there are too many hiding and vantage points. You'd have to scout every field of view at all vantage points at all distances (field sweep).
- When someone fires at you drop immediately and provide cover fire, then try to out maneuver the enemy into a kill box.
- //weapon idea, razor wire launcher?
- Know your enemy's weapons, equipment, tactics, strengths and weaknesses.
- Before a strategy, consider yourself as the enemy, where would you place assets, prep, and conduct maneuvers. How and where would you use surveillance and collect intelligence? Getting inside the enemy's head and pretending to be them is a good tactic within itself.
- Maybe for a realistic strategy, perhaps it's a good idea to get rid of one's pride and ego, or operate in a manner that isn't destructive to another's ability to strategies and put out ideas and suggestions.
- Always try to move quicker than the time it takes for the enemy to gather or send out information.
- I think two sides of a triangle is the most devastating form of attacks.
- Have a series of skirmishes to hide the real battle or strategic relocation of heavy equipment.
- Could it be that before there is a military campaign there is an info war.
- Outdated war tactics: Preemptive war: where enemies are taken out before a war even begins. Oblique order: a maneuver that makes a hole past an enemies defenses and attacks from the back, their most vulnerable area, or to entirely circle and surround the enemy. Shock attack: A maneuver that tries to shock, terrify, or demoralize the enemy that could cause them to retreat. Envelopment: a military maneuver in which you move your cavalry around the enemy, attacking them from the sides and rear, while making your infantry attack the enemy head on. Feigned Retreat: One's forces pretends to withdraw to lure the enemy then encloses on them from both sides until surrounding them completely. Ancient warfare is about scattering the enemy or disrupting their formations making it easier to plan an attack or surround the enemy.
- Best way to form squad teams is to have two teams, alpha and bravo and have the first team as forward security and command, bravo is rear security and commonly a maneuvering element. The two teams are split into there groups, the first is scout, and command (which stays mostly in the middle of the first and second group), the second group which is machine gunner and demolition, they usually carry out special missions, and the third group with is the rear element. Maybe 6 to 12 people or more. spacing is usually 3-5 meters (9 to 15 feet; 9 to 10 feet in urban environments). The objective for the first squad is to pin down the enemy in a position while the second squad moves around to take out the enemy. Find them, fix them, fight them, finish them. Keep them from running by focusing fire on their escape routes until the second team can take them out. Fight them in a line to limit friendly fire. After engaging the first squad may call for a shift (or shift and lift). A squad may have their own way to do a shift (like a machine gun or grenade), a shift allows for the first squad to move their focus of fire else where while the other squad gets up to attack the enemy moving forward. the second squad then pulls through the enemy threat and then secures the area. Do your best to always form an L (kill box) around enemy positions. Solve one objective after another in this L formation.
- For mobile squads, you always want to move as if you're looking for the enemy.
- The hand signal for halt should mean for everyone to freeze, stop, and be still immediately. This action should be repeated to all members in a squad.
- In most cases strategies should be dynamic and creative. Dynamic because even if a single battle has been done before it can be done in a way that is creative to which the enemy can never fully know your strategy.
- reinforce nests with concrete interiors and exteriors.
- Always keep positions and assets covered.
- Screen the skies for potential surveillance crafts or dangerous crafts.
- Adaptive circumstantials: When you are playing airsoft, abide by the nature of the airsoft weapon. Adjust the hop system, and shoot to the potential of the gun, do not pretend it is a real fire arm, because the scope of what is capable to be done is limited and not the same. When in a real war, on the battlefield, adjust to the nature of the weapon and train around it's nature. This goes for the same in environment, in airsoft abide by the rules. In real life do whatever is necessary to gain an advantage (climb through windows, scope out on roofs, rig entrances, dig into the dirt, join a pile of leaves).
- A mirror is a good idea to carry around when in combat. Maybe a device can be created to lift a small arm (or maybe rifle) and using a short scope attached to the device mechanically/manually position the small arm to the target and make mathematical adjustments as if sniping.
- When infiltrating always check for explosives; especially around entrances and stairs. When in use-to-be enemy territory, observe for tampered soil and explosive devices in the ground.
- Perhaps in guerilla warfare it's a good idea to shoot and relocated immediately and perhaps in a circular motion. So when the enemy runs towards gun fire, you are maneuvering around them waiting to get a shot on them from the rear or unexpected areas.
- For guerilla warfare, it's also about the volume and allocation of the amount of captured equipment. Perhaps a language/code can be adapted to where caches can be placed in remote secure areas and shared.
- I would like to think soldiers should be fox or cat-like in nature where an animal's speed, agility, and instincts are considered in their ability to engage and maneuver around the battlefield.
- I believe hovering robotic drones will play a huge role in future battles. If I could make a invention it would be the invention of a little MAV that can hover for long periods of time, that has the radius of a coke bottle but half it's size with the ability to pick up and drop grenades. It an also drop flares and use a bright flashlight, or tactical blind beam. I think this device uses as a standard on the battlefield will be an extremely effective tool and great scouting and surveillance asset.
- I think when it comes to the real thing, perhaps the guerilla mindset of playing by the rules should be tossed out and replaced with anything and everything to get the job done.
- I notice a lot of troops have their way of maneuvering around walls, I wonder if by having a ladder-like device that folds out or slides out that allows them to see over wall can be even more useful or safe. Perhaps even a device using simple mirrors can be a good idea. Therefore, allies can see over walls without getting into harm if there are enemy troops on the other side.
- I think a very effect method to winning a battle is by demoralizing the enemy. One can do this by not letting them sleep using fake attacks. severing of limbs to create a traumatic experience, dumping stench on the enemy to cause them irritation, or using unconventional methods such as insects, smoke, combustibles, irregular ambient sounds, blasting them with unrelentless music, poisonous animals, pitfalls ... and so on. The more one plays upon their own fears using psychology as a weapon, the more one may draw near to victory without having to fire a single round. Being creative is the ultimate weapon. I think the trick is having to micro manage time, trick the enemy to pull away from a certain stageable area, and having the man-power to set up a staged area.
- The spy is the modern ninja, however, the woods and forests are the ninja's native battlefield.
- I have a theory, when it comes to water boarding, perhaps a person can stick out their tongue and slightly lean to one side and forming a whistle like formation with the lips, perhaps they can manage a small area to breath. Perhaps it's best to hold one's breath for a long time first. I hope to never test that theory.
- Counter Intelligence is also important. The definition of counter intelligence is: activities designed to prevent or thwart spying, intelligence gathering, and sabotage by an enemy or other foreign entity. I think it's the ability to adopt and deploy false intelligent measures that can be used to disorient, confuse and trap/lure the enemy. Other methods can include be psychological warfare, where one actively engages their enemy on information and even deceptive narratives, rumors, or false conspiracy.
- Combat is about spotting the enemy first. If they attack first, it's immediately a race to find where they are. Tactics to taking them down is the next option. I think there needs to be device that can detect muzzle flash, heat, or human signature. Another object of preference is an drone that allows you to see a birds eye view of the battle field. Another good idea to have in a simply mirror device that lets you peek over corners and walls.
- The next tactic would be to physically signal your team where they are by flare, grenade launcher, of heavy fire to pick up dust at their location and give the enemy position away, unless your strategy is to attack them using stealth.
- When under first contact fire, it's better to pull back than run towards gunfire. I think running towards gunfire is more suitable in urban environments where fellow troops have places to take cover behind.I suppose it really depends on one's environment.
- I propose to have a shield guy to deploy portable cover whenever necessary depending on terrain types.
- Valleys are definitely a huge kill box if you don't have the higher position. I think it would be wise to scout out ahead from above or use a dummy convoy (or drone vehicle) to test out the possible scenario.
- Diving and sliding is a good way to get to cover quick on the appropriate surface. Rushing, on the other hand, is almost always a bad idea in a real scenario. If you rush, it's best to do it with a team. If you are behind enemy lines and the enemy is not focused on you, then it might be a decent idea.
- Asset and resource management and allocation is vital in a strategic campaign.
- Attacking on more than one front keeps the enemy on the defense. In most cases, to be on the offense is also the best defense.
- I believe there are possible examinations on strategic logics (or certain kinds of strategies) such as: the logical strategy, the counter strategy, the If and Else use of strategy, the results and consequences of a strategy, the results and consequences of enemy strategy, the negative out come of using a strategy, the exploitation after the use of strategy, the possibilities and future possibilities of using a particular strategy, the unforeseen possibilities of enemy opportunity, and the abstract, unconventional or creative use of a strategy. Using these kinds of strategies are linked to a desired, directional, or shaping, outcome.
//Spy Training Course:
- //This is a small online course and research I put together for the purpose of safety and survival.
- These tactics can be used in everyday life or in case of an emergency.
- Criminals have a lot of eye contact. They will also match your pacing. In such a case it's best to have the offensive action. In the example a guy asked the other guy (potential threat) what time it is (confront the guy). If he makes a move, move from your current position (front, back, left, right).
- Always be alert and aware. If everyone is on their phones, look up once and a while and look around.
- Have a lockpick set (A lockpick set that is of card size, is very useful). Credit card knife (if you don't want to carry a regular knife; don't carry it on person in airport, add it to luggage). Hair barrette. parachute cord key chain (paracord). Handcuff key on key chain. $300 in cash to "grease their palms" (money can be used for simple escape bribes). Have a tactical pen.
- Attach a $20 bill to your ID card with a rubber band whenever pulled over.
- The tactical pen is only to jab, poke, and allow for an escape. Hit the enemy's eyes, sinus area, neck, ribs, kidneys, and pelvis.
- for mobile bag/ breifcase: bullet proof panel for laptop bag. extra lock picks, knife, quik clot ()to stop bleeding, tiny flashlight, auto jigglers (for old cars), pocket knife, small roll of duck tape, lighter, paracord, voice recorder, cell/camera.
- vehicle gear: full toolbox, axe, tow rope, hand crank radio, crow bar, axe, matches, maybe blanket, first aid (with quik clot). Local map, paracord, fixed blade knife with sheith, collapsible shovel. jumper cables, fix a flat. 72 hour kits. Bolt cutters. Water filter.
- Caches can also be very useful. PVC pipe can be a good idea to have for a burried cashe. Ammo boxes can also be a good idea. Milar with oxegen absorbers are a good war to keep things intact (seal it with a hot iron; then put it in a pipe or ammo crate). A storage is a good idea for a quick cache as long as you pay it with cash.
- gloves or WD-40 can destroy finger prints and DNA.
- Gathering intelligence: HUMINT (boots on the ground), walk around, think, and figure out what you want to do. What is the culture? Baseline (match environment and people)? Wat are roads like? Where are traffic choke points? Alternate ways to and from work. Where is the closest hospital? Where can you get water in an extreme circumstance (like a river)? What is fastest way to escape during an emergency (like before a hurricane)? Where is the closest train station, bus station, airport, or municipal airport (you can do a discovery flight)?
- where is the closest police department? Where is a food or water source? What are demographics of your area, where should you not go? Where is the closest pharmacy?
- In case of emergency, places to obtain arms: Gun shows. Stealing (houses, stores, pawn; I'm not encouraging this). Never buy from blackmarket, there is only criminals.
- When Crisis occurs: stay safe (priority), do what it takes to get to safety, quickly arm yourself with anything. Movement saves lives, keep moving. get your gear, find shelter, check yourself for wounds.
- If kidnapped, the first 24 hours are most critical, avoid looking at captors, immediately plan an escape. Pulling off the panels from within the trunk and busting a tail light and waving your hand out of the tail light hole is a good idea.
- //escape cuffs ducktape, and zip ties.
- Hand cuffs operate just like a zip tie, a lever is used to lock in the teeth of the cuffs, you can use a pin bent in an angle to pulled down the lever and slide the cuffs off. You can also use a flat piece/ shim of metal or broken hair pin to slide it in the teeth slot of the handcuff and using one more cuff incramant (pulling the cuff one more tooth inwards), you can slide the metal pieces in the gap between the lever and slide the cuffs off. You can also bind the cuff chains until they snap off at the tip connectors (only have it binds on one side; not both sides). I wonder if this can be done cuffing from behind. //You can break duck tape and zip ties off with the same method. With zip ties, make sure they are tight on you and position the lever part in the middle of the wrists (you want to break the lever with brute force), then in a jerking and downwards motion, you can break the lever by brutally and very fast pulling the lever apart by beating on you chest trying to pull the zip ties apart. The same method can also be used for duck tape.
- //A single ziptie on both hands is a bad idea, they can be slipped off by maneuvering your hands. Be sure to strengthen/fist your hands as they ziptie you. Kevlar cord is also another war to break zipties or even police grade zipties (6 foot recommended).
- //some handcuffs have a double lock. Some where on the cuffs there is a double lock pin or latch(the side or an opening with a visible latch in it). Disengage this lock first before proceeding with escaping the cuffs. To disengage the double lock through the key hole, simply reverse how you would undo the primary cuff pin (same thing as pick locking a cuff but in reverse; trace around the key hole). Beware shims won't work on double locks. //a good thing to remember that common cuff keys are universal.
- //striking a match with wind: lightly use a knife to scrape swirls of wood (wood wiskers), after striking the match holding in a way that the lifted wood slices catches the flame and burns allowing for more flame (maybe position the flame away in an angle of the direction of the wind)
- //you can buy a bump key and get a key that fits in a slot and bump it with a hammer to open a lock. If it fits in the lock, you can bump it. Theoretically it can work on all locks. Make sure you leave a little gap from the key completely entering the key hole. A good suggestion is using an rubber or O-ring then hitting it with a hammer.
- //finding a combination to a master lock: Turn counter clock wise, notice where it stops. Write down the number between the 2 numbers/points. You should end up with a total of 12 numbers written down (7.5 numbers and 5 whole numbers). You won't need the 7.5 numbers so you can cross them out. Write down the five whole numbers in a list. Most numbers should end with a same number, the ending number that is different is the number of the third combination. Write it down somewhere. Take the third number and divide it by four (always divide it by four). Do the math and get the remainder. Take the remainder, add four to it, and write down all the numbers all the way to the highest possible denominator (for example, you may get to ten numbers). These will be all the numbers for the first possible combination. Key: Remember this when you divide by four, you can end up with 0,1,2,and 3. If your remainder is 0, remember the number you want is 2. If it's 1, you want 3. If it's 2, you want 0. And, if it's 3, you want 1. Since on the 3 key, our remainder is one. We will take the 1 and add four to it until we end up with the highest possible number (1,5,9,13... 37). These will be all the possible numbers to the second combination. Now that we have our first list of possible numbers, second list of possible numbers, and our third combination number, all we have to do is try them all. to work the master lock, you first need to clear it by spinning it multiple times. then land on your first number (clockwise). Then turn it counter clock and try out the second number of possible combinations (counter clock wise), and then the last number (clockwise). Try out all the combination (clockwise, counter clockwise, and clockwise...ect).
- Using the word "because" in a situation to get what you desire increases the likely chance of getting what you want.
- //hotwire car: Connect and twist Black wire and blue wire (battery and ignition). Black wire with blue strip (starter) taps the wires above. To stop the car, simply pull the two connecting wires apart. To add the windshield, lights, air conditioning, and radio, connect other wires to the battery and ignition wires.
- How to escape from rope: Use paracord from shoe laces, untie shoe, form to foot holes, pass the cord through the rope (which is used when hands is tied), place foot in foot holes and move your feet back and fourth to saw through the robe. This should take five minutes to do.
- You can also escape zip ties with the paracord method.
- When you sweat, slow down, because your blood pressure is higher.
- To dissapear: Misinformation (change information to all organization and banks), disinformation (convince others that we're doing something, get a PO box for a new address, and leave a convincing trail), reformation (set up a new life, get new destination, pre-paid credit cards and cellphone, call from prepaid phone to prepaid phone when calling family or friends (like tracphone), use cash). A "break phone" have three phones: 1. buy phone and set up call forward to your family's pre-paid phone. 2 destroy your phone. 3. go to another store and buy a new prepaid phone. call your "break phone" which is forwarded to your family's number and you can talk with them. Don't let mail come to your house, get a PO box or go to UPS store (gun owners address release). Do not put your physical address on your license. Guerillamail.com email address that expires in one hour. do not drive a white bulger. use a spoof card. When on the run do not engage in old habits, no social media, no places of recognition.
- Dead drops, passing a secrets between two people. need a signal and location. example, tape on a sign could mean info under a bridge and if tape is again, it could mean there's money waiting. good idea for dead drops is coins, dead animals, bolts, hollowed out rock.
- fake IDs: Do not use fake IDs (drivers license, airport/passport). Create ID badges. Use company IDs. A good idea to get into a place is to make a fake badge and looking for a lazy guard and engage in quick conversation before entering a location. To make a badge: laminating sheets, clip, lanyard, glue, passport photo.
- Social engineering: A good book to read is The Psychology of Persuasion by Robert Cialdini.
- Law of Reciprocity - windshield cleaners, religious handing out flowers, birthday gifts.
- Simply ask, people naturally want to help others (I have a quick favor to ask; or i forgot the password).
- Be aware of deception using reciprocity (lies to deceive you into doing things, beware of strangers telling secrets, beware of people looking to find your motivation).
- Disguises: you need to know your baseline. Need to match the baseline of the city, hotel, or location. Make sure your hair matches your eye brows. Have pocket litter, items that particular disguise would have in their pocket. In a disguise you want to be invisible (construction worker, postal worker, belhop/ valet parker).
- Surveillance: When you leave your home or office you need to run a surveillance detection route. 1 time is accident. 2 times is coincidence. 3 times is enemy action.
- When you are walking, do a simple pause and turn around. Don't stand out, don't drive fancy cars, and wear expensive jewelry. Don't make yourself a target.
- Slowing down a car can help you find people following you.
- The pros will have around 10 people and 5 cars watching you. Fixed surveillance - broken down vehicle. Mobile surveillance- picks you up when you leave home or work. Soft target - No training, no idea they are being watched.
- Don't be afraid to approach someone suspicious, maintain caution.
- Hard target - trained in counter surveillance and know they are being watched.
- Use GPS vehicle tracking.
- Don't leave patterns (try different routes).
- Drive fast then slow, walk fast then slow.
- Use your disguise.
- Assassinations take place 3 miles from your home in the morning.
- Lose the surveillance, have fun with them (pass notes to strangers, go to a bunch of random stores), confront them.
- A good tactic for people being followed is to look at them and perform a guester as if you don't know what's going on or if you're part of a joke/social experiment.
- Lie detection:
- First find the person's baseline. What are they like normal (or not getting blamed).
- Most people train to lie with their face, but the TSA train to detect lies with a person's feet. If someone feet isn't directed at an agent, they could be lying. It could be that their subconscious is trying to avoid or get away. If their feet start moving around or if they are sitting and their legs start jiggling, this also could indicate that they are lying. //feet jiggling and feet pointing.
- When people feel cold, it can also indicate they are lying, because their blood flow slows.
- A guilty person is likely to be less animated then a person who is not guilty. Maybe even act suspiciously. They may even be dramatically still.
- A spouse may show signs of being guilty if they are touchy feely then all of a sudden retract.
- Squinting could also be a give away. Looking down isn't always the case.
- If a person is guilty they may stare at you very hard as if trying to convince you they're not guilty.
- Guilty people may use something as a barrier.
- Words may come first before the shake may be an indicater that they are lying. //nod with words means they didn't have to think about it and that they are telling the truth.
- They answer all of your questions and ask none of their own.
- Liars hate silence. If you pause they may have a reaction.
- They may never say "no", they may say no and and follow it with a question.
- Extreme overreaction. Liars, when confronted, might overreact, because they want to intimidate or dramatically draw distance by overreacting.
lock picking:
- a lock has pins. the pins are made to fit a key design. if the pins match the key design, then the body of the pins line up to the gap of the keyhole cylinder allowing the lock mechanism to rotate and open. //It's the body of the pins you need to align with the keyhole cylinder for it to rotate in order to open the lock. //The key is lining up the pins with the sheer line.
- Need an L-Rake and a tension wrench. Put the tension wrench at the bottom of the lock (it should hang out sideways). You have to put a minimal amount of tension on the tension wrench as the L-Rake goes in (too little and it thinks it's not a key, too much it thinks it's a burglary; use a feather weight of tension). With the L-Rake facing up, you're scraping the bottom of the pins while putting pressure at the top. Gently file/ scrape the pins back and fourth. This will bind all the pins except for one, you'll have to wiggle the L-rake up and down (in a wave motion back and fourth) to find the and pull the last pin up. Then you can rotate the tensions wrench opening the lock.
Opening a combination lock:
- You can freeze the lock with compressed air. You can also use bolt cutters.
Securing Transportation:
- If you had to steal a car, you'd want an older car (1999 and before).
- Hondas and Toyotas: 1. 1994 Honda Accord. 2.1995 Honda Civic. 3. 1991 Toyota Camry.
- Look for uknlocked doors, check glovebox and center console, use auto jigglers, find a tow truck and steal master keys.
- Items Needed: wire cutters, pliers, flathead screw driver, hammer, insulated gloves.
- 1. Hammer the flathead screwdriver into the ignition and turn it like you would a regular key. If you need help turning it, use the pliers to turn the screwdriver (on some cars this action alone can start the car). 2. Remove the screws and panels above and below the steering column. Once the panels are removed you will see several wires underneath the steering column. 3. locate the two red wires. These provide power to the vehicle. 4. Put on insulation gloves. Cut both red power wires and strip the ends [battery and ignition I think]. Then twist the two red wires together. 5. Locate the brown wires. Some cars have only one brown wire and others have two. These wires connect to the starter. 6. Cut both brown wires. Strip the ends. Then touch the two wires together to start the car. Once the car is started do not let the wires touch again, keep them separated. Do not let the ends touch you or you will get shocked. If you get shocked, you'll be hit with 12 volts. If the car has only one brown wire, then touch the brown wire to the red power wires to start the car. 7. If the steering wheel is not already unlocked, jam the flathead screwdriver in between the top of the steering column and top of the steering wheel and break the lock. 8. to turn the car off when done driving, simply separate the two red power wires.
- Breaking a car window: to break a car window without creating a lot of noise, pimply put tape over the area of the window you're going to break. If you have enough tape, cover the entire window. //If you're going to break the window, hit it in the corners.
taxi safety and survival:
- Before getting in a taxi make sure you have all gear on you (knives, lock picks, paracord, ect). Tell the taxi driver the route you want to take. If the cab tells you it's a shortcut, get out now. Does it have a meter and radio? NEVER share a taxi with someone else. Make sure it has door handles. Don't get into a suspicious cab.
hotel safety and survival:
- Make sure you weren't followed. Don't stay higher than the fourth floor. Don't stay next to a stairwell. Don't be followed off the elevator. Never open doors to strangers. Always use locks. Hide belongings in hotel room. Use a door stopper alarm. Have a gun and flashlight. Have a gas mask? Have a smoke hood? Have a hotel escape bag with 50 feet of rope (10 feet per floor), Carabiner (used for mtn climbing), and gloves. To use the rope, tie it around something more heavier than yourself (like a dresser) and use the carabiner to secure/lach the rope aound the object and you can climb down to safety. If there is nothing, you can use a door hinge.
Airplne Safety and Survival:
- "+3 - 8". The first three minutes something can be dangerous or go wrong. Or the last eight minutes something dangerous can be dangerous and go wrong. Most people survive plane crashes, people have about 90 seconds to get out of that plane if they want to survive (otherwise they die from smoke inhalation). "Negative Panic" means a person freezes after a crash. If a row is frozen, crawl over them.
Escaping over fences:
- Barbed wire: throw a blanket or carpet over it. Razor Wire: pull it apart with a rope or a cane and throw a blanket or carpet over it. Cut through fenses with bolt cutters. //razor wire needs to be flattened or pulled down first to throw something over it.
Food and Water Storage:
- Always a good idea to store food. 7-gallon reliance aqua-tainer. One gallon per person per day. Have a water filter. Have a year's supply of food. Have combination of canned food and grains. LDS cannery (search for one in your area).
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