Before combat, the event template and the event analysis matrix depict probable
enemy courses of action as a basis for comparing friendly and enemy courses of
action. During combat operations, the event template and the supporting analysis
matrix focus on enemy probable courses of action.
Event templating enables the G2 to initiate precise collection requirements,
maximizing the use of limited collection assets against a vast array of potential
targets on the battlefield. It helps determine where to look, when to look, and
what to look for. The situation template and event analysis matrix are used to
enable the collection manager to establish collection priorities based on those
courses of action the enemy is most likely to adopt. Movers and emitters can be
framed in time and location, allowing the collection manager to determine the
optimum mix of collection resources.
The G3 also uses the event template to determine--
* Where and when to shoot, jam, and maneuver.
* What to shoot, jam, and maneuver against.
Event templating is the link between the commander's tactical concept, collection,
reconnaissance and surveillance planning, and execution needed to fulfill
Event templating is the basis for decision support templating. It relates the
details of event templates to decision points that are of significance to the
commander. It identifies critical events and enemy activities relative to time and
location which may require tactical decisions. These events and activities coupled
with experience and judgment reduce battlefield uncertainties.
Decision support templates identify those areas where targets can be attacked to
support the commander's concept for fighting the close and deep operations. It
also projects battlefield events and targets which the commander uses in making his
Areas along a particular avenue of approach and MCs where the commander can
influence the action through fire and maneuver are target areas of interest (TAI).
They are areas where we can delay, disrupt, destroy, manipulate an enemy force, and
TAI are areas or points on the ground which, the successful interdiction will cause
the enemy to either abandon a particular course of action or require use of unusual
support to continue along that particular route.