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· Matches & Pcw's
 
ddtlawofcombat



The
laws of combat

§1.
Friendly fire - isn't.

§2.
Recoilless rifles - aren't.

§3.
Suppressive fires - won't.

§5.
A sucking chest wound is Nature's way of telling you to slow down.

§6.
If it's stupid but it works, it isn't stupid.

§7.
Try to look unimportant; the enemy may be low on ammo and not want to waste a bullet on you.

§8.
If at first you don't succeed, call in an air strike.

§9.
If you are forward of your position, your artillery will fall short.

§10.
Never share a foxhole with anyone braver than yourself.

§11.
Never forget that your weapon was made by the lowest bidder.

§12.
If your attack is going really well, it's an ambush.

§13.
The enemy diversion you're ignoring is their main attack.

§14.
The enemy invariably attacks on two occasions:
-- when they're ready.
-- when you're not.

§15.
No OPLAN ever survives initial contact.

§16.
There is no such thing as a perfect plan.

§17.
Five second fuzes always burn three seconds.

§18.
There is no such thing as an atheist in a foxhole.

§19.
A retreating enemy is probably just falling back and regrouping.

§20.
The important things are always simple; the simple are always hard.

§21.
The easy way is always mined.

§22.
Teamwork is essential; it gives the enemy other people to shoot at.

§23.
Don't look conspicuous; it draws fire.

§24.
Never draw fire; it irritates everyone around you.

§25.
If you are short of everything but the enemy, you are in the combat zone.

§26.
When you have secured the area, make sure the enemy knows it too.

§27.
Incoming fire has the right of way.

§28.
No combat ready unit has ever passed inspection.

§29.
No inspection ready unit has ever passed combat.

§30.
If the enemy is within range, so are you.

§31.
The only thing more accurate than incoming enemy fire is incoming friendly fire.

§32.
The headset will fail as soon as you need fire support.

§33.
Anything you do can get you killed, including nothing.

§34.
Make it too tough for the enemy to get in, and you won't be able to get out.

§35.
Tracers work both ways.

§36.
If you take more than your fair share of objectives, you will get more than your fair share of objectives to take.

§37.
When both sides are convinced they're about to lose, they're both right.

§38.
Professional players are predictable; the world is full of
dangerous amateurs.

§39.
Military Intelligence is a contradiction.

§40.
Fortify your front; you'll get your rear shot up.

§42.
Flies high, it dies; low and slow, it'll go.

§43.
The Cavalry doesn't always come to the rescue.

§44.
Mines are equal opportunity weapons.

§45.
Sniper's motto: reach out and touch someone.

§46.
The one item you need is always in short supply.

§47.
It's not the one with your name on it; it's the one addressed "to whom it may concern" you've got to think about.

§48.
When in doubt, empty your magazine.

§49.
The side with the simplest uniforms wins.

§50.
If the
squadleader can see you, so can the enemy.

§51.
The most dangerous thing in the world is a Second Lieutenant with a map and a compass.

§52.
Exceptions prove the rule, and destroy the battle plan.

§53.
Everything always works in your RW/GV chatt, everything always fails in the game .

§54.
The enemy never watches until you make a mistake.

§55.
One enemy soldier is never enough, but two is entirely too many.

§56.
Whenever you have plenty of ammo, you never miss. Whenever you are low on ammo, you can't hit the broad side of a barn.

§57.
The complexity of a weapon is inversely proportional to the IQ of the weapon's operator.

§58.
Online game experience is something you don't get until just after you need it.

§59.
No matter which way you have to march, its always uphill.

§60.
If enough data is collected, a board of inquiry can prove anything.

§61.
For every action, there is an equal and opposite criticism. (in boot camp)

§62.
Those who hesitate under fire usually do not end up KIA or WIA.

§63.
The tough part about being an officer is that the troops don't know what they want, but they know for certain what they don't want.

§64.
The newest and least experienced player will usually win the Medal of Honour.

§65.
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.

§66.
Murphy was a grunt.

§67.
Body count Math --> 3 guerrillas plus 1 probable plus 2 pigs equals 37 enemies killed in action.

§68.
The bursting radius of a hand grenade is always one foot greater than your jumping range.

§69.
The combat worth of a unit is inversely proportional to the smartness of its outfit and appearance.

§70.
The crucial round is a dud.

§71.
Every command which can be misunderstood will be.

§72.
There is no such place as a convenient foxhole.

§73.
Don't ever be the first, don't ever be the last and don't ever volunteer to do anything.

§74.
If your positions are firmly set and you are prepared to take the enemy assault on, he will bypass you.

§75.
If your ambush is properly set, the enemy won't walk into it.

§76.
If your flank march is going well, the enemy expects you to outflank him.

§77.
Density of fire increases proportionally to the curiousness of the target.

§78.
Odd objects attract fire - never lurk behind one.

§79.
The more stupid the leader is, the more important missions he is ordered to carry out.

§80.
The self-importance of a superior is inversely proportional to his position in the hierarchy
(as is his deviousness and mischievousness).

§81.
There is always a way, and it usually doesn't work.

§82.
Success occurs when no one is looking, failure occurs when the Clan is watching.

§83.
The seriousness of a wound (in a fire-fight) is inversely proportional to the distance to any form of cover.

§84.
Walking point = sniper bait.

§86.
If only one solution can be found for a field problem, then it is usually a stupid solution.

§87.
All or any of the above combined
.

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