Murphy's Laws of Combat

      You are not Superman.  
    *

      Recoilless rifles aren't.
    *

      Suppressive fire won't.
    *

      If it's stupid, but works, it's not stupid.
    *

      Don't look conspicuous. It draws fire.
    *

      Never draw fire. It makes everyone around you nervous.
    *

      When in doubt, empty the magazine.
    *

      Never share a foxhole with anyone braver than you.
    *

      Always keep in mind that your weapon was made by the lowest bidder.
    *

      If your attack is going well, it's an ambush.
    *

      If you can't remember . . . the claymore is probably pointed at you.  
    *

      All five second grenade fuses are three seconds.
    *

      Try to look unimportant. The enemy may be low on ammo.  
    *

      If you are forward of your position the artillery will be short.  
    *

      The enemy diversion you're ignoring is the main attack.
    *

      The easy way is always mined.
    *

      The important things are always simple.  
    *

      The simple things are always hard.
    *

      When you have secured an area, don't forget to tell the enemy.
    *

      Incoming fire has the right of way.
    *

      No combat ready unit has ever passed inspection.
    *

      No inspection ready unit has ever passed combat.
    *

      Teamwork is essential. It gives the enemy other people to shoot at.
    *

      If the enemy is in range, so are you.
    *

      Friendly fire isn't.
    *

      Anything you can do can get you shot ... including doing nothing. 
    *

      Make it too tough for the enemy to get in ... and you can't get out.
    *

      Tracers work both ways.
    *

      The only thing more accurate than incoming enemy fire is incoming 
friendly fire.
    *

      Radios will fail as soon as you need something desperately.
    *

      When both sides are convinced they are about to lose . . . they are both 
right.
    *

      Professionals are predictable, but the world is full of amateurs.
    *

      All weather close support doesn't work in bad weather.  
    *

      The bursting radius of a grenade is always one foot greater than your 
jumping range.
    *

      The only terrain that is truly controlled is the terrain upon which 
you're standing.
    *

      The law of the bayonet says the man with the bullet wins.
    *

      REMFs are everywhere.
    *

      The best tank killer is another tank. Therefore tanks are always fighting 
each other . . .  and have no time to help the infantry.  
    *

      Remembr, your weapnos and equipment were made by the lowest bidder
    *

      Precision bombing is normally accurate within plus/minus one mile.
    *

      Cluster bombing from B-52s and C-130s is very, very accurate.  They 
always hit the ground.
    *

      Murphy was an 11 Bush  
    *

      Perfect plans aren't.
    *

      The easy way generally gets you killed.
    *

      The side with the fanciest uniforms losses.
    *

      Armored vehicles are bullet magnets; a moving foxhole that attracts 
attention.
    *

      If you are short of everything except enemy, you're in combat.
    *

      No plan survives the first few seconds of combat.
    *

      Ammo is cheap; your life isn't.
    *

      It's easier to expend material in combat than to fill out the forms for 
Graves Registration.
    *

      If you can't see the enemy, they still may be able to see you.
    *

      Final protective fire doesn't.  
    *

      You can win without fighting, but it's a lot tougher to do. And the enemy 
may not cooperate. 


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