I think the OP is a mix of strategy, tactics and TTP which I reckon it's important not to mix because the decisions in each case lie with different guys- commanders, squad leaders, the squad consensus, individual infantrymen etc
Fire and movement bounding seems like a good basic drill which hasn't been mentioned- too obvious?
Darkcloak2 wrote:One thing I find that works with defending closed position in urban/forest environments is to place a guy or two outside of the position (if it can be spared). This means when the assaulters come:
1. You have a first warning so your defense is ready.
2. You hit the assaulters where they least expect it, from the outside.
3. The assaulters have little time to prepare right before they execute up against the outside of the perimeter because of the 2 guys on the outside.
I mentioned urban/forest because those 2 outside guys have to be hidden from assaulters till the right time.
This is spot-on I reckon and is a key part of advancing which is good TTP. I would also go so far as to suggest that when you overrun an enemy position and move onwards, that rather than leaving the position empty or bogging yourself down trying to garrison it, it may be better in most cases to leave an observation pair hidden outside of the position. A sniper can be good in this situation, if the position is retaken by the enemy he can pin them and in any case the observers can call in artillery or airstrike or just inform the advanced party that they have enemy behind them. I personally advise diagonal or sidewards advances after an overrun anyway, because it makes your movements less predictable and widens the hole you make in the enemy front. Reserve forces can then make a direct advance when the enemy tries to counterattack, your initial assault force are then better placed to return and flank that counterattack.