Murphy's Laws in Combat Operations

 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
shipped together.
  + 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
use them.
Borrowed From the pages of:
Michael A. Rylance