Infantry squad moving at the edge of an open danger area, deciding whether to bypass it or cross it
// FIELD MANUAL · PATROLLING · 2026

Crossing an Open Danger Area

An open area is the one danger area you are usually allowed to go around — and doctrine gives you two ways to do it plus a third for when you cannot. The box method, the contour method, and the bounding cross, animated step by step for a squad by a Ranger and Sapper qualified 11B.

// THE DECISION

Bypass or Cross — and Why the Test Is Time

A danger area is "any area on the route where the terrain could expose the platoon to enemy observation, fire, or both" (ATP 3-21.8). A linear danger area — a road, a trail, a stream — has to be crossed, because you cannot go around a road. An open area is different. It is the danger area you are usually allowed to avoid entirely, and doctrine expects you to.

The split between a small open area and a large one is the part leaders get wrong, because it is not written in metres. A small open area is one "small enough to bypass in the time allowed for the mission" (3-128). A large one is "so large that the platoon cannot bypass it due to the time needed to accomplish the mission" (3-127). The same field can be small on a movement with slack in it and large when you are already behind time. It is a judgement about your clock, not a measurement.

// WHAT THAT MEANS ON THE GROUND

If you can go around in the time you have, go around — using the box method or the contour method, and the squad never leaves the treeline. If you cannot, you cross under traveling and then bounding overwatch, and you accept being in the open. Doctrine writes the test in time specifically so that leaders do not talk themselves into the third option when the first two were available.

// WALKTHROUGH 01

The Detour Bypass — the Box Method

Four 90-degree turns around the open area. Watch the pace count: two of the four legs go in a bucket that never touches your forward progress, and getting that wrong is how a squad ends up walking a line parallel to the one it planned. Five phases. Tap the diagram for fullscreen; use the arrows to step through at your own pace.

OPEN AREA100 MSMALL — BYPASSABLE IN THE TIME AVAILABLEORIGINAL AZIMUTH 360°IN COVER THE WHOLE WAY —NEVER IN VIEW OF THE OPEN AREA270°360°090°360°LEG 1 · OFFSET 90 M · NOT COUNTEDLEG 2 · 140 M · COUNTSLEG 3 · RETURN 90 M · NOT COUNTEDRESUME 360°FAR-SIDE RALLY POINT// PACE COUNTAPPROACH ....... 412 MLOCKED AT THE NEAR EDGE// PACE COUNTAPPROACH ....... 412 MLEG 1 OFFSET ..... 90 M ^ separate bucket// PACE COUNTAPPROACH ....... 412 MLEG 1 OFFSET ..... 90 MLEG 2 TRAVEL ... +140 MRUNNING ........ 552 M// PACE COUNTAPPROACH ....... 412 MLEG 1 OFFSET ..... 90 MLEG 2 TRAVEL ... +140 MLEG 3 RETURN ..... 90 M ^ must equal leg 1// PACE COUNTAPPROACH ....... 412 MLEG 2 TRAVEL ... +140 MOFFSET + RETURN .. CANCELTOTAL .......... 552 MSLTLARGRRMTLARGRRM
PHASE 1 / 5
// PHASE 1 — THE NEAR EDGE
// WALKTHROUGH 02

The Contour Method

Faster, less bookkeeping, one weakness. Everything hangs on the near-side point where you stop the count and the far-side point you pick to walk to — and that far-side point has to be a feature that genuinely sits on your azimuth. Five phases. Tap the diagram for fullscreen; use the arrows to step through at your own pace.

OPEN AREA100 MSMALL — BYPASSABLE IN THE TIME AVAILABLEORIGINAL AZIMUTH 360°IN COVER THE WHOLE WAY —NEVER IN VIEW OF THE OPEN AREANEAR-SIDE POINT — COUNT STOPSFAR-SIDE POINT — ON THE AZIMUTHACROSS ≈ 110 M(NOT WALKED)// WHICH SIDEDoctrine's one stated criterion:"distance, terrain, cover andconcealment" (ATP 3-21.8)CONTOURUNCOUNTEDSECURITY ORIENTEDINTO THE OPENBACK-AZIMUTH CHECKRESUME 360°// PACE COUNTAPPROACH ....... 412 MCOUNT PARKED AT THENEAR-SIDE POINT// PACE COUNTAT NEAR-SIDE PT .. 412 MACROSS (EST.) ... +110 MCONTOUR WALK ..... UNCOUNTEDTOTAL .......... 522 MSLTLARGRRMTLARGRRM
PHASE 1 / 5
// PHASE 1 — THE NEAR-SIDE POINT
// WALKTHROUGH 03

When It Is Too Big — Crossing Under Overwatch

The other half of the decision. When going around costs more time than the mission has, you stop bypassing and start crossing — traveling overwatch for speed, then successive bounds once you are inside small-arms range of the far wood line. Teams on line side by side, SL behind controlling, 3 to 5 second rushes, one team moving while the other is set and covering. Two full bound cycles shown. Eight phases. Tap the diagram for fullscreen; use the arrows to step through at your own pace.

LARGE OPEN AREA250 MTOO LARGE TO BYPASS IN THE TIME AVAILABLEBYPASS COSTSMORE TIME THANTHE MISSION HASFAR-SIDE RALLY POINT// TRAVELING OVERWATCHTeam A leads, Team B trails at adistance it can still support from.Chosen "to save time."250 M FROM THE FAR SIDESL BEHIND, BETWEEN THE TEAMS — CONTROLLING THE BOUNDS// TWO WAYS TO BOUNDALTERNATE: trail team bounds PASTthe lead team each time.SUCCESSIVE: bounding team comes upABREAST, never past. Shown here.TEAM B SET — COVERINGTEAM A BOUNDSTEAM B BOUNDS UP ABREASTTEAM B SET — COVERINGTEAM A BOUNDSTEAM B BOUNDS UP ABREASTTEAM A SET — COVERINGTEAM A SET — COVERING// 3-5 SECOND RUSHUp - forward - down, before a gunnercan traverse and fire. About 15-20 m.Each bound drawn here is three orfour of them.BOUND, SET, BOUND — UNTIL ACROSS// RE-FORMRe-form beyond the open area andcontinue. The size test is written inTIME for a reason - it exists to keepyou out of the open.SLTLARGRRMTLARGRRM
PHASE 1 / 8
// PHASE 1 — THE SIZE CALL
// KEEP THESE TACTICS IN YOUR POCKET
The Ranger Handbook
Danger areas, movement formations, pace count, security halts — the whole basis for everything on this page is in Chapter 6. Mandatory for any leader who moves troops on foot.
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// THE STANDARD

Task · Conditions · Standards

// TASK

Move a squad past an open danger area without being observed or engaged, and arrive on the far side still navigating accurately — by bypassing it if the mission clock allows, or by crossing it under overwatch if it does not.

// CONDITIONS

A squad conducting a dismounted tactical movement on a known azimuth with a maintained pace count encounters an open area on its route. Enemy contact is possible but not yet made. Near-side and far-side rally points are either planned or drawn from the nearest en route rally point.

// STANDARDS

The squad halts and the leader confirms the danger area and makes the size call against mission time. It bypasses or crosses using the appropriate technique. Security is oriented on the open ground throughout. The squad arrives at the far-side rally point with its azimuth and pace count intact, accounts for all personnel, and resumes the mission.

// CHOOSING

Which Method, and When

Doctrine is unhelpfully even-handed here. ATP 3-21.8 offers the two bypass techniques as co-equal options with no comparison and no selection criteria at all. The only decision guidance in the entire passage is about which side to contour around: "after considering the distance, terrain, cover and concealment" (3-129). Everything below that line is instructor judgement rather than doctrine, and it is worth knowing which is which.

The practical selector taught by land-navigation instructors comes down to one question: can you see a distinct feature on the far side that sits on your azimuth? If yes, contour to it — it is faster and there is almost nothing to write down. If no — you cannot see across, it is night, the far side is featureless or nothing over there is unmistakable — box it, because the box method needs nothing but a compass and a disciplined count.

Contour — Faster, Less Precise

You walk an uncounted route and estimate the leg you skipped.

  • Needs a visible, distinct far-side feature that is genuinely on the azimuth.
  • Costs accuracy — the whole method rests on one eyeball estimate of a distance nobody paced.
  • Best in daylight, open terrain that reads clearly, and when you are pressed for time.

Box — Slower, Exact

You count everything and cancel out what did not move you forward.

  • Needs nothing but a compass and the discipline to hold three separate numbers.
  • Costs time, and one more chance to fumble the count on every leg.
  • Best at night, in fog, in thick vegetation — anywhere the far side gives you nothing to aim at.

Cross — When Neither Fits

Reserved for the area that is too large to bypass in mission time.

  • Traveling overwatch first, deliberately, "to save time."
  • Bounding overwatch once contact is expected or you are within ~250 m of the far side.
  • Re-form beyond the open area and continue.
// THE PART THAT ACTUALLY GETS PEOPLE LOST

The Pace Count Rules

Both bypass methods exist for the same reason: to get you around an obstacle without wrecking your dead reckoning. TC 3-25.26 states the governing rule plainly — "only paces taken toward the final destination are counted as part of your forward progress." Everything else follows from that one sentence.

On the box, that means three buckets, not one. The offset leg and the return leg are equal, opposite, and both excluded; only the travel leg is added. The offset and return still have to be counted accurately even though they never touch your total, because the return has to exactly repay the offset — that is what puts you back on the original line rather than a line parallel to it.

On the contour, there is only one bucket and one estimate. You stop the count at the near-side point, walk an uncounted route, and add your estimate of the straight-line distance across once you reach the far-side point. The turn arithmetic on the box is simple enough to do cold: "To turn clockwise (right) 90 degrees, you must add 90 degrees to your original azimuth" — and subtract for a left turn.

// THE FAILURE NOBODY NOTICES AT THE TIME

Neither method fails loudly. A short return leg or a far-side feature that was not truly on the azimuth both produce the same result: the squad walks away on a line parallel to the one it planned, feeling fine, and finds out the objective is not where it should be a kilometre later. TC 3-25.26 ranks "failure to travel the proper distance" second on its list of the most probable navigation errors for exactly this reason.

// WHAT GOES WRONG

Common Mistakes

  1. Not recognising it as a danger area at all. JRTC observers have reported for decades that units "fail to recognize danger areas as such." An open area you walk into without a decision is the worst version of all three.
  2. Making the size call on distance instead of time. The test is whether you can go around in the time the mission allows. Leaders who eyeball the width and call it large end up in the open unnecessarily.
  3. Adding the offset and return legs to forward progress. The single error the ATP 3-21.8 bypass procedure exists to prevent.
  4. A return leg that does not match the offset. Puts you on a parallel line permanently.
  5. Contouring to a feature that is not on the azimuth. Same outcome as above, arrived at from the other side. A back-azimuth to the near-side point costs seconds and catches it.
  6. Losing the count when the lead element changes. CALL specifically directs that the compass and pace men "exchange pace and azimuth data." On a box you are holding three numbers — hand over all of them.
  7. Breaking down into a crossing posture to bypass. There is no near-side and far-side security element on a bypass, because nothing is crossing. Setting one up wastes the time that made bypassing the right call.
  8. Security oriented inward. The open area is the threat axis. Flank security faces out into it for the whole movement.
  9. Bounding the entire way across a large area. Doctrine picks traveling overwatch first on purpose, to save time.
  10. Calling the 250 m shift late. Judged on the move, in the open, with no cover. The cost of being slow is that the first burst arrives with all nine men walking.
  11. No far-side rally point. Both bypass methods name one, and it is the only control measure either of them has.
  12. Never rehearsing it. The most-cited cause in every CTC observation on danger areas. A squad that has not rehearsed a box will improvise one, slowly, in the open.
// SOURCES

Sources

ATP 3-21.8 — Infantry Rifle Platoon and Squad, Actions at Danger Areas: paras 3-123 (definition), 3-126 (linear), 3-127 (large open area — traveling and bounding overwatch, ~250 m), 3-128 (small open area), 3-129 (contour method), 3-130 (detour bypass method) · TC 3-25.26 — Map Reading and Land Navigation, para 11-6a(7) (detours, forward-progress rule, 90-degree azimuth arithmetic) and 12-7d (ranked navigation errors) · TC 3-21.76 — Ranger Handbook, Chapter 6, Movement and Danger Areas · CALL Bulletin 97-15 — Patrolling TTP for Crossing Linear Danger Areas, MAJ Arthur N. Tulak, Center for Army Lessons Learned (JRTC observations; danger-area rehearsal and pace/azimuth handover)
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