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Indoor Room Clearing

the first installment of a series

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#1 crackshot

crackshot

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Posted 05 April 2006 - 08:04 PM

In response to Piney's request, I'm gonna give you guys a run down of effective indoor tactics.
This will be a series, so expect new threads/ updates about this.
Today's lesson is on room clearing.
Room clearing differs from outdoor sector clearing in several respects. 1)- There's usually only one point of entry, where firepower can be concentrated on those attacking. 2)- Long range support is ineffective because of those inconvenient things we call "walls". Even if one can land a shot from a hallway leading to a door/room, they will have limited viewing and shooting angles; further obstructed by those "breeching" the room.
All in all, the odds are stacked against you, but there are some ways you can flip the cards and get the ace, so to speak.
First of all, let's analyze room types. Room clearing tactics must be tailored to their environment. Therefore, tactics will be "special ordered" for each major type of room.
Bedroom:
Characteristics: Usually a room no larger than 50 square feet of negotiable terrain. The door is against the wall, and serves no protection upon entry. There is only one entrance.
How to clear it: This depends on how many people you have. 1)- Since you're alone, you must be armed with one of the following; a rapid fire or semi-auto weapon, or a multishot weapon with another holstered/ dual armed. You have two options. a)-Enter quickly, assess the situation (CAPS= troop strength, armaments, positions, cover), back out, and then plan your attack accordingly. In the process however, you lose the element of surprise. :P-Enter quickly, move to cover, and fire upon targets, simultaneously assessing CAPS. 2)-You have two people. Both should have multi-shot springers. This gives you flexibility. One is breach. The other is point. Breach opens the door quickly, and assesses CAPS, while Point enters the room and moves to cover. Breech provides accurate cover fire to draw enemy attention towards himself. Breech moves into an opposite corner of the room, and neutralizes remaining Tangos in a pincer movement. That's the basic structure that works well for me in my considerable experience indoors-wise. 4)- No more than 4 people should ever assualt a bedroom, because clustering will occur, which is BAD. The enemy will be able to concentrate fire on a larger group and defeat the purpose of troop strength. Cover should use a fully automatic weapon with a holstered spring secondary. Points should use a multi-shot springer,as should breach (breach has more flexibility on weapon choice, however). Same idea as 2, however there are 2 points and a designated cover. Breach opens, points enter spaced and at 90 degree angles to each other, in order to cover all corners of the room. Cover fires on enemy while points assess CAPS. Points separate and go to opposite corners of the room, while cover provides direct fire support and breach enters and flanks far corner.
Large room with one entrance:
Characteristics: A large open room such as a Den or enclosed living room, with around or more than 200 square feet of navigable terrain. Floor area is unobstructed and neat. This allows for modification of Delta tactics, as there is more open space to work with as far as angles go.
How to clear it: Once again, we break it down into troop strength. 1)- Use a multi-shot springer with decent range, such as a DTG, with a holstered NF or Mav. You get the idea. This time, surprise is not quite as important an element. You will have time to react and assess CAPS while simultaneously dumping foam destruction upon your enemies. Basically, follow cover. Prioritize your enemies and eliminate them based on the following factors: proximity, weapon type, position, experience: in that order! No walkthrough for you on this one because room types vary, and what may work for one will not work for another, different room. If you have specific questions about your room type, post in the thread and I'll help you out. 2)- Once again, some flexibility: maybe a little long-range action too. Here we go: Breach opents door, armed with a multi-shot and a more powerful gun, such as a brassed NF. Point enters with a powerful multi-shot springer and seeks cover, whlie breach provides cover fire. Same deal. here's where it gets different. Breach immediately crosses to the farthest corner of the room, whilie point provides cover fire. Now in a secure position, breach can provide fire for point to move to the opposite end of the room. Complete a flanking pincer maneuver to defeat the enemy. 4)- Once again, I suggest not using more than 4 units for the above (already stated) reasons. To the tactic! Breach opens, point1 enters and immediately crosses to the far corner of the room regardless of physical cover. This is not suicide: in fact, it is imperitive that point1 survives because he must establish a position across the room from point2 and cover, as well as breach. To prevent suicide, both point and cover lay down general fire, while breach, who may be armed with a more powerful single shot gun, pinpoints enemy positions with accurate cover fire. What you'd call a "loser". As soon as point1 is halfway to his destination, point2 moves laterally across the room at a 90 degree angle to point1. Now that a pincer position has been established, breech continues loser fire as cover splits the enemy down the middle by moving to the remaining far corner.

Well, that's all for today folks. Chemistry calls. However, check back soon for the next installment: clearing multi-entry point rooms and crossing unprotected "fire chanells".
-cs
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