Field Manual

React to Contact, in Six Frames

The battle drill that every other one starts from — six frames, and only one of them contains a decision

August 5, 2026 · Phaseline Team

A battle drill is a collective action a squad or platoon executes without a deliberate decision-making process. It is initiated by a cue — a burst of fire, a shouted word — and it runs on rehearsal, not on orders. That definition is the whole reason the drill exists: in the first seconds of contact nobody has the information to decide anything, so the element does the thing that is always right and buys its leader the time to find out.

React to contact is the foundational one. It is Battle Drill 2 in the older US numbering and it survives, essentially unchanged, in current infantry doctrine. Everything else — squad attack, break contact, react to ambush — starts from it.

Six frames. Watch where the reflex ends and the judgement starts.

The situation. 1st Squad is moving north-east along a farm track in a wedge, teams Alpha and Bravo. A field-boundary ditch cuts across the line of advance; beyond it, open ground runs up to a treeline two hundred metres to the north-east, and in that treeline, at a bend that looks across the whole approach, an enemy position with a machine gun. A low knoll sits off to the south-east.

1. Contact

The gun opens up. Nobody has ordered anything, and nobody will for several seconds.

Three things happen at once, and all three are trained rather than commanded: the soldiers in contact return fire immediately in the direction of the enemy, take the nearest covered position, and shout the contact — "CONTACT, FRONT!" Return fire comes first. An element that goes to ground silently has conceded the initiative and will not get it back cheaply.

Note what is not happening. Nobody is identifying the enemy position, counting them, or deciding anything. The squad leader is on the ground with everyone else. The drill's first job is to stop the squad being killed while it works out what is going on.

Note also what does not happen to the formation: nobody re-forms. The wedge goes to ground as it stands, square to the fire, and that is the entire reason the squad was in a wedge — it becomes a line of weapons facing the threat with no repositioning at all. The failure to avoid is stringing out along cover that runs toward the gun. A squad in file down a ditch that points at the enemy has one weapon in the fight and its whole length in the beaten zone. Cover is only cover if it lies across the fire.

1st Squad on line behind a field-boundary ditch, square to enemy fire from a treeline 200 m north-east; each element carries a return-fire arrow toward the treeline, and a "CONTACT, FRONT" callout sits behind the line.
The first three seconds are drilled, not decided: return fire, take cover, shout the contact — and every weapon bears because the wedge went to ground square to the fire. Open this scene in Phaseline

2. The report

The contact call travels: soldier to team leader, team leader to squad leader, squad leader to platoon. It is short, and its shape is fixed — direction, distance, description.

"CONTACT, FRONT — TWO HUNDRED — TREELINE, MACHINE GUN."

Three pieces of information, deliverable while prone under fire, and enough for the platoon leader to start moving assets before anyone has a proper picture. The fuller SALUTE report — size, activity, location, unit, time, equipment — comes later, once somebody has actually looked. Do not wait for the good report before sending the fast one.

This is the same principle as a drawn control measure: a fixed format everyone reads identically, so coordination survives the fact that nobody has time to explain themselves.

The same contact scene annotated with the report chain — soldier to team leader to squad leader, then back to the platoon net — and the three-part contact report shown as a card: direction, distance, description.
Direction, distance, description — the fast report, sent from the prone, before anyone has a full picture. Open this scene in Phaseline

3. Fire superiority

Now the squad has to win the firefight, because nothing else in the drill is available until it does.

Alpha team, with its automatic rifleman, becomes the base of fire — a US Army squad carries one in each of its two fire teams, so Bravo keeps its own. Fire is distributed across the width of the treeline rather than concentrated on the one muzzle flash somebody saw — the enemy position has an extent, and suppressing the whole of it beats precise fire on a third of it. Team leaders control that with a fire command:

"GUN — FRONT — TREELINE AT THE BEND — TWO HUNDRED — SUPPRESS."

Fire superiority is an observable state, not a feeling. The test is whether enemy fire has slackened enough that it no longer effectively interferes with your ability to move. If your people can lift their heads and the incoming has gone ragged, you have it. If it has not, you do not have it, and a maneuver element that steps off anyway will be shot in the open. Most failed squad attacks fail here, one frame early.

Alpha team plus the automatic rifle on the ditch line as a base of fire; sector-of-fire limits fanned across the full width of the treeline rather than onto a single point; enemy fire arrows drawn thin and broken to show suppression taking effect.
Distribute fire across the width of the position. Fire superiority is a state you can observe, not a feeling. Open this scene in Phaseline

4. The decision

This is the only frame in the drill where anyone thinks.

The squad leader, having gained fire superiority and had thirty seconds to look, now owns a decision the drill deliberately does not make for them. Four branches:

What the decision needs: enemy strength and whether they are dug in, whether a covered approach exists, your own casualties and ammunition, and the mission. What it must not wait for is certainty. A leader who holds the squad behind the ditch until the picture is complete has chosen "fix and report" without saying so, and has given the enemy the time to fix them.

Everything before this frame is reflex. Everything after it is a different drill, chosen here.

A decision-point marker on the squad leader's position with four labelled branch arrows — attack via the flank, bypass west, break contact south, fix and report — each drawn onto the actual ground it would use.
The drill hands the leader the decision it deliberately refuses to make: attack, bypass, break contact, or fix and report. Open this scene in Phaseline

5. Maneuver

The squad leader chooses to attack. Alpha stays on the ditch line as the base of fire; Bravo maneuvers right, the squad leader moving with it, using the dead ground south of the knoll to come in on the position from the south-east.

The whole maneuver hangs on one thing: the trigger that shifts the fire. Bravo will walk into Alpha's beaten zone unless there is a mark on the ground that means shift now — briefed before anyone moves, and readable without a radio conversation. So draw it. A phase line across the assault lane, a target reference point on the side of the objective away from the assault, or both:

PL RED — when the assault element crosses it, the base of fire shifts left, off the eastern half of the position onto TRP 1 at its western end, and does not come back right. It lifts altogether when the assault reaches TRP 1.

That is a control measure doing its actual job: coordinating two elements that cannot hear each other over a machine gun. Two rules of geometry make it work, and both are visible on the map. Shift away from the assault, never across its front — a base of fire that shifts toward the flank its own assault element is coming from has just ranged its own squad. And keep the angle at the objective between the base of fire and the assault inside ninety degrees — put the two elements on opposite sides of the position and they are firing at each other across it, whatever the trigger says. Alpha keeps the enemy's heads down for exactly as long as that geometry allows, then shifts on a mark rather than on a guess, and lifts.

Bravo team's maneuver route swinging south of the knoll through dead ground and coming in on the position from the south-east, the squad leader with the assault element; PL RED drawn across the assault lane as the shift-fire trigger; Alpha's fires solid on the eastern half of the position and dashed onto TRP 1 at its western end after the shift, away from Bravo.
The assault crosses PL RED and the base of fire shifts left onto TRP 1, away from the assault — the trigger is drawn, not improvised. Open this scene in Phaseline

6. Consolidate and reorganise

The position is taken. This is where squads get killed by the counter-attack they did not expect, because the drill felt finished.

Consolidate — prepare to fight again, immediately. Occupy positions oriented on the likely enemy approach, assign sectors of fire that interlock, push security out beyond the objective, and set a limit of advance so nobody chases a runner into the next problem.

Reorganise — restore the squad's ability to fight. The ACE report comes up from the teams: ammunition, casualties, equipment. Redistribute ammunition and crew-served loads, treat casualties and move them to a casualty collection point, search the position for intelligence, and send the situation report to higher.

Only then is the drill complete. Any part of frames 1 to 5 may have to run again in ninety seconds.

The captured treeline with the squad in 360-degree security, the automatic rifle sited on the most likely enemy approach and interlocking sectors of fire oriented on it, a limit of advance past the treeline, a casualty collection point behind the objective, and an ACE report card.
Consolidate to fight again, reorganise to be able to: sectors, security, limit of advance, casualty collection point, ACE report. Open this scene in Phaseline

Where the drill breaks

Three failures account for most of it, and each one is visible on the diagram.

Maneuvering before fire superiority. The most expensive mistake in the sequence. Frame 5 executed on frame 3's ground gets an assault element cut down crossing open ground. If the incoming has not slackened, the answer is more fire, not more movement.

Never leaving frame 1. The squad returns fire from behind the ditch, and keeps returning fire from behind the ditch, and slowly loses the firefight to an enemy who is dug in and has ammunition to hand. Returning fire is the beginning of the drill, not the drill.

No shift-fire trigger, or one that points the wrong way. Frame 5 attempted without frame 5's control measures. Everyone knew there would be a flanking attack, and nobody agreed on the mark that ends the supporting fire — or the mark existed and the fires shifted toward the flank the assault was coming from. Both are fratricide, and both are drawing problems: thirty seconds with a map before the patrol steps off would have caught either.

The point of all of it

Six frames, and only one of them contains a decision. That ratio is the design. Frames 1 to 3 are drilled so hard they need no orders, which is what creates the pause in which frame 4 becomes possible. Frames 5 and 6 are drilled again, so the leader's attention stays on the enemy rather than on the mechanics.

A squad that has to think in frame 1 will have nothing left for frame 4 — the only frame where thinking would have changed the outcome.

Draw it yourself

Every frame in this post is a scene in Phaseline — a free, browser-based top-down editor for exactly this: laying out ground, walking a drill frame by frame, and exporting clean briefing graphics.

Open the scenes from this post, drop them on your own ground, and rehearse the drill with your squad. Related reading: Control measures, explained in pictures for every mark used here, and Sectors of fire and the arithmetic of suppression for what frame 3 is actually doing.

Scenes in this post

Each diagram above is a real, editable TacMap scene. Open it in the editor or download the file.

Ready to run your next tactical walkthrough on a digital sand table?

Try Phaseline