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Post by Arc on Jan 29, 2005 17:42:06 GMT -5
This will doubtlessly be Shin's area but its intended for fringe action and deep cover/black ops types of opperations.
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Post by Shinigami on Mar 16, 2005 11:38:04 GMT -5
Hee hee... of course it will be. I believe we can start off with some real basics, with two to four people, maybe I'll work all the way up to platoon size(40), but unit sizes past that really only alter the logistics of what goes into the same types of movements smaller units would do.
Despite what video games tell us, covert ops are basically NEVER "one man armies." At the very, very least, a sniper team of two individuals, a spotter and a shooter, will go into an area for extremely high profile targets. In reality, the most common covert ops operational size is at least squad-based, with approximately ten people, although for gaming purposes it can be scaled down to four, five, six, however many players there are.
One major rule for every situation is teamwork. They're called tactics for a reason, they're TACTICAL. It's not a bunch of Rambo's running around with the biggest gun in the land, dodging bullets and cowboy-ing through the battlefield; it's a bunch of highly trained individuals who know what their battle buddies are capable of and what they need to do to augment those capabilities. That said, it should be pretty obvious that except under extreme circumstances, the smallest element size should be two. We've all seen the movies where Guard #1 falls down dead, so Guard #2 goes over to check it out while Guard #3 stands around with his thumb up his defecatory tract, then Guard #2 dies and so on.
In order, I guess I'll go for fire team(4 person) based woodland fighting, then urban fighting, then building clearing, then guerilla tactics, then size that up to squad(ten person) size, maybe include some random ideas when they hit me.
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Post by Shinigami on Jul 15, 2005 19:54:21 GMT -5
Fire team wedge:
Basically, when you're moving forward, you know the enemy's mostly forward, and you don't plan on encountering many tripwires, the most effective formation of movement is the fire team wedge. There's a point man who watches everything to the forward 90, usually a rifleman; to his right and rear is the heavy weapons man, usually the automatic rifleman(this is so the soldier with the fully automatic gun is wide open to an entire field of fire); to the left and rear of the pointman is the team leader, always a rifleman, and is placed there so he can issue orders but not be the first in line; and to the team leader's rear and left is the grenadier, who has the unique capability of indirect fire(grenades...). They will move forward as a single unit, all moving and pausing at the same intervals.
On enemy contact, everyone goes prone and shifts the wedge so that everyone has a fire lane on the target. Then, it's fish in a barrel time!
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Post by Shinigami on Jul 15, 2005 19:58:56 GMT -5
Fire team file:
In case there's heavy brush or you need to keep a lower profile, you use a fire team file, where everyone walks in a straight line no less than 5 meters apart(outside of range of two people getting hit by the same grenade, in case such a thing happens). The pointman is still a rifleman, the automatic rifleman is usually second facing right, the team leader is usually third facing left, and the grenadier is usually last facing to the rear. In case of contact, generally speaking the unit spreads to either one or both sides of the "line" and engages the enemy as per the situation.
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Post by Shinigami on Jul 15, 2005 20:15:56 GMT -5
I've been talking about engaging enemies, but I suppose I should probably talk about how to do that correctly too...
It's not so simple as to have everybody firing at the same point, because usually there's quite a few targets and if everyone's shooting the same guy, there's 20 others shooting back unabashedly. Therefore, lanes of fire were created to manage fire downrange. Everybody has their own lane of fire, something close to 30 degrees in a forward arc, and yes, people's arcs overlap. When someone walks into your arc, you shoot at them; not until then, though.
In any given area, there's bound to be cover of some sort, be it trees or other raised cover, or ditches and other lowered cover. In any case, if there's something that looks like it might work to stop a bullet, get behind it! No one stands in lines like they used to back in the Civil War; it may seem like an obvious idea, but you'd be surprised the number of times I've played gun-based games where someone says "I stand up and shoot him."
If someone ELSE goes behind cover, it's not the end of the world. Depending on the cover, you can shoot through it, attempt to ricochet off a back wall, use a grenade directly on the target, use an impact grenade on something above the target... all sorts of fun stuff.
Sometimes you can't take out that cover; in such a case, it generally behooves you to move to a location that works better. But, to keep the enemy from shooting you in the leg, torso, or otherwise, have half the unit maintain fire on the target as you move, then you fire on the target while your buddy moves. Basically, whenever you need to get into a position that makes you vulnerable to someone shooting at you, you have a battle buddy shooting back at him to make him keep his head down while you do your thing.
There's more complicated tactics and such for dealing with enemies on a larger scale, but we'll cover those later.
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Post by Shinigami on Jul 15, 2005 20:27:18 GMT -5
Ambushes(yay!) Ambushes are useful, effective ways to take out a lot of enemies with a handful of allies. In any given ambush of any size, you always want ALL your ambushing troops on ONE SIDE, unless there is an ungodly distinct angle that you're dealing with, like from the top sides of a ravine. Otherwise, there will be friendly fire up the ass. Have everyone on a line as far away as logically possible, to 1) not let the enemy see you before you fire, and 2) when he realizes you're there, not let the enemy see you well enough to shoot back. The troops are all on one line to minimize friendly fire, since a machine gun going full blast has a bit of a recoil problem and has a tendency to "bounce" side to side a little more than would be preferred. No matter what it is, you want to use the highest casualty-producing weapon you have to start the ambush, whether it be that machine gun, or a rocket, or a mine, or even remote-controlled explosives controlled by the leader of the unit. No one fires, unless obviously spotted, until after that initial signal goes off. After the ambush has started, no one stops firing at all until after the predetermined 10 or 15 seconds have passed. This is to make sure everything in the area is dead or incapacitated. After the ambush is finished, standard operating procedures are usually to go down, storm through the site, check the other side, go back and destroy/take everything that would be of use to the enemy, and move on. In covert ops, the situation might dictate that you just RLH, but that's situationally dependent. After an ambush has been completed, expect the enemy to send out patrols deep into covered territory; either set up another ambush, or hide your unit well for a while then continue the operation. And whatever happens in the near future, expect higher opposition since they know you're there now.
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Post by wowposter on Sept 5, 2008 15:47:28 GMT -5
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Post by wowposter on Sept 10, 2008 11:57:58 GMT -5
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