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Murphy's Laws Of Combat

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Murphy's Laws Of Combat Empty Murphy''s Laws Of Combat

Post by Lusotuga Thu May 21, 2009 10:12 pm

You are not a superman.
If it's stupid but works, it isn't stupid.
Don't look conspicuous - it draws fire. (This is why aircraft carriers are called, "Bomb Magnets".)
When in doubt, empty your magazine.
Never share a foxhole with anyone braver than you are.
Never forget that your weapon was made by the lowest bidder.
If your attack is going really well, it's an ambush.
No plan survives the first contact intact.
All five-second grenade fuses burn down in three seconds.
Try to look unimportant: the bad guys may be low on ammo.
If you are forward of your position, artillery will fall short.
The enemy diversion you are ignoring is the main attack.
The important things are always simple.
The simple things are always hard.
The easy way is always mined.
If you are short of everything except enemy, you are in combat.
When you secure an area, don't forget to tell the enemy.
Incomimg fire has the right of way.
Friendly fire - isn't.
If the enemy is in range, "SO ARE YOU!!!!!"
No combat ready unit has ever passed inspection.
Body count math is: two guerillas plus one portable plus two pigs = 37 enemy killed in action.
Beer math is: two beers times 37 men = 49 cases.
Things that must be together to work, usually can't be shipped together.
Radios fail as soon as you need fire support desperately.
Anything you do can get you shot - including doing nothing.
Tracers work both ways.
The only thing more accurate than incoming enemy fire is incoming friendly fire.
Make it tough for the enemy to get in and you can't get out.
If you take more than you fair share of objectives, you will have more than your fair share of objectives to take.
When both sides are convinced that they are about to lose, they are both right.
Professional soldiers are predictable, but the world is full of amateurs.
The enemy invariably attacks on one of two occasions: When you're ready for them, and When you're not ready for them.
Teamwork is essential; it gives the enemy someone else to shoot at.
Don't draw fire, it irritates the people around you.
When the pin is pulled, Mr. Grenade is not our friend.
When in doubt empty the magazine.
Anything you do can get you shot. Including doing nothing.
Make it too tough for the enemy to get in and you can't get out.
Mines are equal opportunity weapons.
A Purple Heart just proves that were you smart enough to think of a plan, stupid enough to try it, and lucky enough to survive.
Don't ever be the first, don't ever be the last and don't ever volunteer to do anything.
The quartermaster has only two sizes: too large and too small.
It is generally inadvisable to eject directly over the area you just bombed.
Murphy was a grunt.

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Murphy's Laws Of Combat Empty Re: Murphy's Laws Of Combat

Post by Marshy Tue Jun 16, 2009 4:38 pm

The Dragoon Way To Fight

1. FUCK YOU

2. GET EVER WEAPON IN THE WORLD BLOW UP PORTUGAL( less change of getting bombed )

3./shout DRAGOONS
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Murphy's Laws Of Combat Empty Re: Murphy's Laws Of Combat

Post by TheHidden01 Tue Jun 16, 2009 8:30 pm

Yamira fuck off, no one cares a baldy named Murphy.

TH
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Murphy's Laws Of Combat Empty Re: Murphy's Laws Of Combat

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