Murphy's Laws in Combat Operations
+ Military intelligence is a contradiction of terms.
+ A sucking chest wound is Nature's way of telling you to slow down.
+ When you have secured an area, don't forget to tell the enemy.
+ The problem with taking the easy way out, is that the enemy has
already mined it.
+ The buddy system is essential to your survival. It gives the enemy
somebody else to shoot at.
+ Never draw fire -- it irritates everyone around you.
+ No combat ready unit ever passed an inspection.
+ No inspection ready unit ever passed combat.
+ Make it too tough for the enemy to get in and you can't get out.
+ Fortify your front and you'll get your rear shot up.
+ If you can't remember, the claymore is pointed towards you.
+ All five second grenade fuses are three seconds, or all five second
fuses will burn out in three.
+ If it flies, it dies.
+ Cavalry doesn't always come to the rescue.
+ Peace is our profession -- mass murder's just a hobby.
+ Killing for peace if like whoring for virginity.
+ There's always a way.
+ It's not the one with your name on it -- it's the round addressed "to
whom it may concern" ya gotta think about.
+ If you can keep your head while those around you are losing theirs,
you may have misjudged the situation.
+ If two things are required to make something work, they will never be
+ Anything you do can get you shot, including nothing.
+ Whenever you lose contact with the enemy, look behind you.
+ The most dangerous thing in the combat zone is an officer with a map.
+ The quartermaster has only two sizes, too large and too small.
+ If you really need an officer in a hurry, take a nap.
+ There is nothing more satisfying than having someone take a shot at
you, and miss.
+ If your sergeant can see you, so can the enemy.
+ You'll only remember your hand grenades when the sound is too close to
Borrowed From the pages of:
Michael A. Rylance