Found this post on Tactics

gen-ig

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Was going through the Americas Army forum and found that INS had so good parallels with this post, especially with the tactics. (Well because they are both based on the US Army...but it was still a good read)

http://forum.americasarmy.com/viewtopic.php?t=34255

I especially thought this part was applicable

Numerous tactics are utilized for CQC situations which are required to optimize the insertion and subsequent clearing of all hostile within the confines of the building/room targetd for breaching.

SInce AAO has numerous CQC missions I will describe serveral tactics which has helped me and others I play with on regular basis

IIIA)-Approaching the Building or Breach Point.

One of trademarks of America Army Operations is the use of limited visibility conditions. Whenever possible, breaching and entry operations should be executed during hours and conditions of limited visibility.(as if we hve a choice lol Players should always take advantage of all available cover and concealment
when approaching breach and entry points. When natural or manmade cover and concealment is not available, Players should employ obscurants to conceal their approach.not available in AAO yet e.g.interactive/movable objects)
There are times when Players will want to employ obscurants to enhance existing cover and concealment.(not availablein AAO as of yet) Members of the breach/entry team should be numbered for identification, communication, and control
purposes.

(1) The number one man should always be the most experienced / mature member of the team, next to the team leader. The number one man is responsible for frontal and entry / breach point security.

(2) The number two man is directly behind the number one man in the order of movement and is normally responsible
as an entry or clearing team member.

(3) The number three man is normally the team leader and is responsible for initiating all voice and physical commands. The team leader must exercise situational awareness at all time with respect to the task, friendly force, and enemy
activity. One technique would be to use the number three man as the breach man. The breach man may employ one of the three breaching techniques, which are:

� Ballistic (Shotgun, Rifle, etc?)

� Mechanical (Hooligan Tool, Prybar, Sledge Hammer, etc?)****(not currently available in AAO)

� Explosive (Door Knob Charge, Chain-link Ladder Charge, E-Silhouette Charge, etc?)***(not currently available in AAO)

(4) The number four man is normally the automatic rifleman and is usually equipped with an M249 Squad Automatic Weapon. He is responsible for rear security and is normally the last man into the room and can respond with a tremendous amount of firepower, should the team leader require him to do so. Another technique is to utilize the number four man as the breach man.

e. Actions Outside the Point of Entry. Entry point position and individual weapon positions are important. The clearing team members should stand as close to the entry point as possible, ready to enter. Weapons are oriented in such a manner that the team provides itself with 360 degree security at all times.
Team members must signal to one another that they are ready at the point of entry. This is best accomplished by sending up a "squeeze". If a tap method is used, an inadvertent bump may be misunderstood as a tap.



f. Actions Upon Entry.

Non-lethal grenades can be used prior to entering any type of structure. If an enemy force is known to occupy a room, fragmentation grenades can be used if the walls and foundations are suitable. A fragmentation grenade has tremendous
overpressure and missile hazard and may severely damage lightly constructed buildings. Team members must exercise fire control and discriminate between enemy and noncombatant targets. Rooms are never entered with less than two men. The #1 or #2 man may shout "Short Room" if the room is too small for the whole team.



g. Clearing the Entry Point.

Team members must clear the point of entry to eliminate the enemy threat and allow remaining team members to move into the room.An entry point acts as a fatal funnel since it is the focal point for enemy weapon acquisition.



h. Clear the Room.

Team members move away from the entry point and assume positions within the room where the threat can be best eliminated. Any threat is eliminated or neutralized as individual team members move to their points of
domination, not once you get there. Never move faster than you can accurately engage targets.



(III-B) Four-Man Stack:
example. To be effective, team members are numbered #1 through #4. The #1 man must act the quickest and make immediate decisions. The #1 Man enters the room eliminating the immediate threat and has the option of moving left or right, moving to one of two corners. His ability to move to a corner will be determined by obstacles, size of the room, and the enemy situation. As he enters through the entry point, he can visually check one of the corners and determine if there is an immediate threat. If there is a threat he moves to the threat, eliminating it as he moves to the corner. If no immediate threat exists in the first corner, he should consider "button-hooking" to the other corner to avoid being shot in the back. The #2 Man moves along the wall in the opposite direction of the #1 Man. Both the #1 and #2 Man clear the breach point, their immediate threat areas all while moving to their dominating corner in the room. The #3 Man goes the opposite direction of the #2 Man inside the room and at least one meter from the door. The #4 Man moves in the opposite direction of the #3 Man. All team members stop when they have cleared the door and have reached their point of domination within the room. NOTE: All team members must be prepared to perform the duties of all positions (#1-4) after initial room is cleared. All team members must be cross trained in each position.



NOTE: Room clearing procedures are techniques or S.O.P.s and not doctrine. Players are encouraged to establish SOPs when they get to their units. However, S.O.P.s for the urban environment need to be well thought out, and may not fit all conditions that the force may encounter. For example, ROE will impact the munitions
employed and techniques utilized during urban clearing operations.


(III-C) Sectors of Fire.
The number one man enters and goes left or right based on immediate threat location. The number two man goes the opposite direction of the number one man and engages all targets of opportunity in his sector. These actions normally result in the room being ?divided? in half and 100% of the room being scanned
except for the upper levels. The number three man enters, clears the fatal funnel to the left or the right, and primarily scans overhead areas. The number four man enters and goes opposite the number three man and continues to provide rear security as the situation dictates.



(III-D) Locking Down the Room.

(1) Control the situation within the room.
(2) Use clear, concise arm and hand signals. Voice commands should be kept to a minimum to reduce the amount of confusion and to prevent the enemy (which may be in the next room) from discerning what is going on. This enhances the opportunity for surprise and allows the assault force the opportunity to detect any
approaching force.
(3) Physically and psychologically dominate.
(4) Establish security / report status.
(5) Cursory search of the room to include the ceiling (3 Dimensional Fight).
(6) Identify the dead using reflexive response techniques (Eye thump method).
(7) Search the room for PIR, precious cargo as per the mission and time available.
(Cool Evacuate personnel.
(9) Mark room clear (chemlights, engineer tape, chalk, paint, VS-17 panels, etc.).(not available in AAO,
sighting room communcation "room secure" then proceed to next area)


Note: Research has determined, that on average, only three individuals out of ten actually fire their weapons when confronted by an enemy during room clearing operations.Close quarters combat success for the player
begins with the player being psychologically prepared for the close quarter?s battle. The foundation for this preparedness begins with the Players?s proficiency in basic rifle marksmanship. Survival in the urban environment does not depend on advanced skills and technologies. players must be proficient in the basics.


III-E. Terrain

(a) Observation and Fields of Fire: Always be prepared to conduct urban operations under limited visibility conditions. This includes the effects of reduced illumination, as well as natural and manmade obscuration. Leaders should ensure
that soldiers are equipped with adequate resources, which allow them to successfully operate in the urban environment under these types of conditions.

(b) Cover and Concealment: Leaders must perform a thorough analysis of peripheral as well as intra-urban areas. Leaders should identify routes to objectives, which afford assault forces with the best possible cover and concealment.
Additionally, leaders should take advantage of limited visibility conditions, which would allow for forces to move undetected to their final assault / breaching positions. When in the final assault position, forces should move as
rapidly as tactically possible to access structures, which afford additional cover and concealment. Leaders must learn to properly employ obscurants and exercise ?tactical patience? to fully take advantage of these effects.
Finally, all members of the urban force must practice noise and light discipline. Soldiers must avoid unnecessary voice communications, learn the proper use of white light, and limit contact with surfaces that may alert the enemy
of their presence.


(c) Obstacles: There are many manmade and natural obstacles on the periphery, as well as within the urban environment. Leaders should conduct a detailed reconnaissance of routes and objectives (this must include subterranean complexes), taking into consideration route adjustments and special equipment needs.

(d) Key Terrain: Analyze which buildings, intersections, bridges, LZ/PZ, airports, and elevated areas that provide a tactical advantage to you or the enemy. Additionally, the leader must identify critical infrastructure within his
area of operations, which would provide the enemy with a tactical advantage on the battlefield. These may include, but are not limited to, communication centers, medical facilities, governmental facilities, and facilities that are of psychological significance.***(not available In AAO or at least not expanded to this type engagement)

(e) Avenues of Approach: Consider roads, intersections, inland waterways, and subterranean constructions (subways, sewers, and basements). Leaders should classify areas as go, slow go, or no-go based on the navigability of the approach. ***(not available In AAO or at least not expanded to this type engagement)
 
Hmm... So this is for INS? :confused1: Some of the stuff I read in there was along the same lines as INS, but most of it is for AA3
 
Nice post!
Giving ppl some information to go over is so important. Wish we could turn it all into INS info.
Way to get ppl thinkin Gen.
Breeching would only be handy for those Flag points that are in buildings. In video games you can hit the points with whatever amount of explosive power you can get there.
 
somewhat useful, but a lot of those tactics require time, something which most INS games lack.
 
Yeah but think about the same basic tactics for breaching. What about objective D in Sinjar, would have been nice last night to have some organized way of hitting one door or both, and with a priority of entry for certain guns (IE Sergeant goes first, then rifle, and saw last). Also clearing sectors of C at sinjar. What approach will you take? do you have the ground level or triple windows?

I might get out my MS Paint tomorrow night and sketch some of this out.
 
He's right guys. Sometimes the best way to speed up, is to slow it all down.
Organization is the key in these matches, the key!
 
Yup Yup, I'd say for Sinjar Delta capture zone have SAW gunners watch the exits with marksmen and M203's. Sergeant, riflemen, and engineer breach Delta building while capturing the point the SAW gunners will have those exits secure.

For Charlie all you need to do is make a perimeter of smoke so that the Insurgents can not pick targets forcing them to either rush in or nade the hell out of the cap zone. You can run from nades (if they haven't cooked them) bullets however aren't that easy. Taking cover behind the gas pumps at Charlie and behind the thigh high walls to the mid right of the gas station in the town/village.

Bravo is one of the hardest point in Sinjar, you need to do numerous maneuvers while at the same time advancing forward. The biggest thing I think is get both SAW gunners and focus their fire onto Bravo building and on top of the bridge, forcing the enemy to take cover. Have the sergeants push up along the ridge, hugging the edges REAL close. After they have reached the pill box (first one) they can advance on through the field into that construction area on past and into the town. This is the time where the marines need to focus on breaching the buildings. While the sergeants, engineer and a few riflemen are breaching buildings through Charlie, a couple of riflemen need to be pushing up the main street to keep the Insurgents occupied, snipers also need to throw lots of smoke (divert attention)

Alpha is about rushing and keeping fire on the ridge. Having snipers focusing on the ridge as well the SAW gunners... Smoking past or right up against the truck is a MUST and is vital to taking Alpha point. Flanking around is almost useless, the only useful thing about it may be that it diverts maybe 1/4 of the enemy team.

I think I want to put this in a training session of my own... hmm or just hand it over to Lightning. Sorry I didn't mean to make this into a "Sinjar Tips" thread....

**I guess my point being is that being organized is a very important... :P
 
I stand by Swat's method. Having one fluid strategy is better than having concrete "plays" for each map. D on Sinjar is tough, but with 2 fire teams and 2 assault teams it's doable.
 
Okay that's true, BUT you can use both techniques, intertwine them and just murder whatever map that your on. If you have both Swats training along with some map organized tactics then I'd bet money on our team.
 
It's also being aware of the routes and strategies you can take. Sure a fluid strategy is good, but having a few strategies that a squad can decide on quickly to choose from is always good too. Plan A didnt work this round, so lets try plan B for breaching that door.
 
agree with it but will never be able to get ppl to follow orders especially pubs.... lol
 
Yeah but think about the same basic tactics for breaching. What about objective D in Sinjar, would have been nice last night to have some organized way of hitting one door or both, and with a priority of entry for certain guns (IE Sergeant goes first, then rifle, and saw last). Also clearing sectors of C at sinjar. What approach will you take? do you have the ground level or triple windows?

I might get out my MS Paint tomorrow night and sketch some of this out.

the original post is army doctrine on how we enter and clear a building/room. as team leader, i will always be first to enter. i strive to inspire my men to follow me by my actions.

as to what gen was saying... my horrible paint pic(looks like im drawing in kindergarten! lol) is how i would assault cap point d. it is called a support by fire maneuver. we would need to "saw stack" for optimal support but it can be done with 2 saws. this leaves 11 men to assault. too easy!

1.we would move up as the saw are "talking" (taking turns firing bursts in their sectors).

2.as the fire squad moved in to a stacked position on the top wall, whoever had their saw or sniper rifle on the friendlies would then "shift fire, right" ( fire their burst on their turn to the right. they would fire to the right because of how the lay out for the assault is situated.)

3. a team would move in to the room clearing it. 1st man go right, 2nd left, 3rd right, 4th left, 5th right.

4. the two who went left should lean on either side of the door facing the blown out wall to destroy any enemies who made it past the saws and sniper on the wooden walkway and fighting positions.

5. b team would hold outside in a crouching position as a team is securing.

6. pillbox saw and sniper will focus above that door.

7. if a team takes half casualties, b team will move in to help secure.

8. map is won! another glorious victory for eGO! hooah!


sectorsoffire.jpg
 
I like the diagram, blue falcon, but you have three SAWs when there are only two available. However, that's a minor point.

I think the problem we had is that our communication and (especially) teamwork broke down somewhat after we captured Charlie. We had a good rush directly after capping it, but we got caught approching Delta by TDB members with spawn protection on. After that we never really got a good rush going. The best strategy we ever had was "rush", but we didn't coordinate well enough to capture the point.

Using a strategy (Falcon's looks good, but it doesn't have to be that one) would have helped us out considerably during the scrim.
 
I like the diagram, blue falcon, but you have three SAWs when there are only two available. However, that's a minor point.

I think the problem we had is that our communication and (especially) teamwork broke down somewhat after we captured Charlie. We had a good rush directly after capping it, but we got caught approching Delta by TDB members with spawn protection on. After that we never really got a good rush going. The best strategy we ever had was "rush", but we didn't coordinate well enough to capture the point.

Using a strategy (Falcon's looks good, but it doesn't have to be that one) would have helped us out considerably during the scrim.

the third saw (fighting position saw, which is not neccesary) can be obtained through "weapons stacking" which is one drops his saw, another picks it up, saw dropper gets killed, then respawns.
 
I like it man, I think I'll draw one for my opinion on how Bravo should possibly be capped.. Post back later
 
Yeah looks good falcon.

I was also referring to the order in which guys enter the door way, and what part of the room they cover while securing. I'll draw some stuff up later this afternoon.
 
Alright so I have spent over an hour figuring out how to fit this into a post, so hopefully y'all will, overall like my idea.

First action: Clear the area of insurgents around Alpha. SAW gunners (Aqua spot) setup to fire constantly onto Bravo bridge, along with the marksmen (lime green) who will pick off targets on the main street and down double walls.

Second action: 3-4 Riflemen (Crimson red spot) and possibly 1-2 sergeants (Dark gray spot) advance up the main street to try and divert the insurgents attack away from the fields by the construction areas. Have the marksmen or sergeants to throw their smoke near the first ambulance to help cover enemy attacks on the riflemen. M203's advance up behind the riflemen and focus attacks on eliminating enemies on/around the bridge.

Third action: 2-3 Sergeants (Gray spot) the engineer (Mustard color spot) and 1-2 riflemen (Crimson red spot) advance up the ridge [prone] along the edge making sure to not reveal much of yourself. Prone til you get passed the first pill box then head straight into the town breaching and clearing buildings. One sergeant, engineer, and a rifleman break off and keep cover on insurgents building rubble spawn exit, also keeping an eye on the building with the ladders. The others, 2 sergeants keep pushing either on top then down into or down to the street into Bravo. [Flanking team make sure you communicate with the main street/double walls team that you are now at the bridge]

Fourth action: Once the flanking team has reached the bridge it should be a full out rush for the riflemen to reach the bridge for some more support. Marksmen and SAW gunners push up slowly in case all fails.

**I didn't use all 16 players, but if someone or a 2-3 man team could flank around to Delta then meet up with the flanking team, all the merrier.

This is just my thoughts on how the movements from Alpha to Bravo should be. If you have any input on something or a change that would work please do tell.
 
Hmmm there should be a C4 for blocked doors for the USMC in INS :D

PS: AA3 IS FREE!


IEDs RPGs and C4 are on the list for beta 3.

AA3 is way too buggy to play. During the obstacle course training, I saw another recruit running backwards through the course and then continued to run off the map! Besides, the graphics aren't as good as hl2, yet it is three times as demanding on my pc.
 

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