illidan
03-01-2008, 08:33 AM
RVS Tactics
This is borrowed from my service in the SAS
The Element-
The element consists of three to four people
First person is the point
He is responsible for scouting and always carries a SMG with high capps
Must have a high recovery gun
Covers short to medium ranges
Always crouched
Second person is the Assault
Covers flanks and medium to long ranges
Should be standing most of the time
Should always be scoped
Primary one to deploy tactical aids
Third person is the Element Leader or EL
The one who gives out orders
Covers the flanks at all times
Should always carry a rifle with a scope
Responsible for making the plans and for the route to take
Fourth person is the Rear Guard
Covers the teams “six”
Always shuts the door behind the Element
Never scoped
The Element has the authority to kill anyone in the way but my not abuse this power
Entry of Hostile rooms
The Element must use a double stack on the door. This means that the Point and the EL are on the hinges side of the door while the Assault and the RG are on the other. Follow orders from the EL weather to bang and clear or just clear. The Point and the Assault must always be crouched in order to give all four people a clear shot inside of the door.
Entry Method
We use the Criss-Cross method. Basically run in a straight line to the opposite wall and the paths of the officers cross. You have to be careful that each officer starts off a fraction before the other so that they don’t collide.
It is important that the first two go to the corners of the room in order to reduce the possibility of being flanked.
Rules of Engagement
In our virtual world, one of the most frustrating events is having team members
open fire indiscriminately on their own, often without warning. Many times, players fail
to think about these actions, as to how they might affect another team member caught
out in open ground, or about the possibility of bringing to bear more of the team's
firepower simultaneously, in order to maximize enemy casualties.
2. GREEN (Sometimes called "Engage at Will")
Team members may engage the enemy at will using their own best judgment, as
to whether their primary personal weapons, or the addition of other team members'
firepower will have the maximum neutralizing effect on the enemy. If they choose to
open fire, its good form to advise other team members that they are about to open fire
and engage the enemy, effectively warning them to seek immediate cover.
3. YELLOW (May be referred to as "Orange")
Team members may engage the enemy at will, ONLY if spotted or fired upon
them. If they spot enemy forces, they should seek immediate safe cover and send a
"Contact Report" , then await further instructions. However, if they see an opportunistic
situation to engage and maximize enemy casualties without jeopardizing the mission
goals, they may exercise their own judgment and go GREEN to engage at will. If they
choose to open fire, it's good form to advise other team members that they are about to
open fire and engage the enemy, effectively warning them to seek immediate cover.
Once friendly fire commences, Fire Condition GREEN automatically takes immediate
effect.
4. RED (Sometimes called "Fire by Command")
Team members are in a "Fire Hold" condition and they DO NOT engage or fire
on the enemy without a command order, usually from their them leader. If they spot
enemy forces, they should seek immediate safe cover and send a "Contact Report" , then
await further instructions. If enemy forces fire in their general direction without
seeming to know where friendly forces are deployed (often called Spec Fire), team
members DO NOT return fire unless ordered. Once friendly fire commences, Fire
Condition GREEN automatically takes immediate effect.
Recommended Weapons
#1 – Point man
Should have SD primary and any sidearm of their choice.
Weapons specifications:
High recovery rate: A weapon with a high recovery is needed to make sure the operative doesn't get shot first. (Recovery 90+)
Accurate: Operative must be able to accurately dispose of threats to the team. (Accuracy 40+)
Mid Damage. The operative needs to quickly dispose of threats to the #1 and team, but he can’t afford a high recoil gun, so high damage is not a choice. (Damage 25+).
#2 – Assault
Should have magnified optics for sure since he may need to snipe to either flank to protect #1 and the rest of the team. The L85, Aug and MP5SD are good choices because they also offer stealth. #2 may carry any preferred sidearm.
Weapons specifications:
High recovery rate: The operative needs to quickly engage targets to save the #1 life (Recovery 90+)
Mid Damage: The operative needs to quickly dispose of threats to the #1 and team, but he can’t afford a high recoil gun, so high damage is not a choice. (Damage 25+)
#3 – Element Leader
If in a largely interior setting, a shotgun is a good choice because it gives you the versatility to breach doors or take down tangos. You will want to choose an sd sidearm to carry at the onset of the mission if it begins in a stealth-to-contact\ manner. On the other way, if the mission is in an outdoor setting, a long range weapon is a good choice because it gives good cover for the team’s movement. He doesn’t need fast weapons. He must choice long range and high damage weapons.
Weapons specifications:
High Damage: The operative needs to quickly dispose of threats to the #1, and team. (Damage 25+)
Long range (outdoors): The weapon must be able to fire long distances, to cover his team's movement. (Range 39+)
#4 – Rear Guard
This person must be able protect the team's six and safeguard against a sniper assault from the rear. Is recommended as rear security should carry an assault rifle similar with magnified optics and/or a high capacity magazine or even a belt-fed LMG to help provide cover fire if the team must break contact and retreat. I would suggest the assault rifle with the high capacity magazine to the belt-fed LMG since you may need to take out a sniper positioning him on your team's six. An SD pistol is a good option as a secondary weapon if the map is mostly interior; since you still help your team maintains stealth-to-contact.
Weapons specifications:
High Damage: The operative needs to quickly dispose of threats that compromise the team's safety (Damage 40+)
Long range (outdoors): The weapon must be able to fire long distances, to cover his team's movement. (Range 39+)
This is borrowed from my service in the SAS
The Element-
The element consists of three to four people
First person is the point
He is responsible for scouting and always carries a SMG with high capps
Must have a high recovery gun
Covers short to medium ranges
Always crouched
Second person is the Assault
Covers flanks and medium to long ranges
Should be standing most of the time
Should always be scoped
Primary one to deploy tactical aids
Third person is the Element Leader or EL
The one who gives out orders
Covers the flanks at all times
Should always carry a rifle with a scope
Responsible for making the plans and for the route to take
Fourth person is the Rear Guard
Covers the teams “six”
Always shuts the door behind the Element
Never scoped
The Element has the authority to kill anyone in the way but my not abuse this power
Entry of Hostile rooms
The Element must use a double stack on the door. This means that the Point and the EL are on the hinges side of the door while the Assault and the RG are on the other. Follow orders from the EL weather to bang and clear or just clear. The Point and the Assault must always be crouched in order to give all four people a clear shot inside of the door.
Entry Method
We use the Criss-Cross method. Basically run in a straight line to the opposite wall and the paths of the officers cross. You have to be careful that each officer starts off a fraction before the other so that they don’t collide.
It is important that the first two go to the corners of the room in order to reduce the possibility of being flanked.
Rules of Engagement
In our virtual world, one of the most frustrating events is having team members
open fire indiscriminately on their own, often without warning. Many times, players fail
to think about these actions, as to how they might affect another team member caught
out in open ground, or about the possibility of bringing to bear more of the team's
firepower simultaneously, in order to maximize enemy casualties.
2. GREEN (Sometimes called "Engage at Will")
Team members may engage the enemy at will using their own best judgment, as
to whether their primary personal weapons, or the addition of other team members'
firepower will have the maximum neutralizing effect on the enemy. If they choose to
open fire, its good form to advise other team members that they are about to open fire
and engage the enemy, effectively warning them to seek immediate cover.
3. YELLOW (May be referred to as "Orange")
Team members may engage the enemy at will, ONLY if spotted or fired upon
them. If they spot enemy forces, they should seek immediate safe cover and send a
"Contact Report" , then await further instructions. However, if they see an opportunistic
situation to engage and maximize enemy casualties without jeopardizing the mission
goals, they may exercise their own judgment and go GREEN to engage at will. If they
choose to open fire, it's good form to advise other team members that they are about to
open fire and engage the enemy, effectively warning them to seek immediate cover.
Once friendly fire commences, Fire Condition GREEN automatically takes immediate
effect.
4. RED (Sometimes called "Fire by Command")
Team members are in a "Fire Hold" condition and they DO NOT engage or fire
on the enemy without a command order, usually from their them leader. If they spot
enemy forces, they should seek immediate safe cover and send a "Contact Report" , then
await further instructions. If enemy forces fire in their general direction without
seeming to know where friendly forces are deployed (often called Spec Fire), team
members DO NOT return fire unless ordered. Once friendly fire commences, Fire
Condition GREEN automatically takes immediate effect.
Recommended Weapons
#1 – Point man
Should have SD primary and any sidearm of their choice.
Weapons specifications:
High recovery rate: A weapon with a high recovery is needed to make sure the operative doesn't get shot first. (Recovery 90+)
Accurate: Operative must be able to accurately dispose of threats to the team. (Accuracy 40+)
Mid Damage. The operative needs to quickly dispose of threats to the #1 and team, but he can’t afford a high recoil gun, so high damage is not a choice. (Damage 25+).
#2 – Assault
Should have magnified optics for sure since he may need to snipe to either flank to protect #1 and the rest of the team. The L85, Aug and MP5SD are good choices because they also offer stealth. #2 may carry any preferred sidearm.
Weapons specifications:
High recovery rate: The operative needs to quickly engage targets to save the #1 life (Recovery 90+)
Mid Damage: The operative needs to quickly dispose of threats to the #1 and team, but he can’t afford a high recoil gun, so high damage is not a choice. (Damage 25+)
#3 – Element Leader
If in a largely interior setting, a shotgun is a good choice because it gives you the versatility to breach doors or take down tangos. You will want to choose an sd sidearm to carry at the onset of the mission if it begins in a stealth-to-contact\ manner. On the other way, if the mission is in an outdoor setting, a long range weapon is a good choice because it gives good cover for the team’s movement. He doesn’t need fast weapons. He must choice long range and high damage weapons.
Weapons specifications:
High Damage: The operative needs to quickly dispose of threats to the #1, and team. (Damage 25+)
Long range (outdoors): The weapon must be able to fire long distances, to cover his team's movement. (Range 39+)
#4 – Rear Guard
This person must be able protect the team's six and safeguard against a sniper assault from the rear. Is recommended as rear security should carry an assault rifle similar with magnified optics and/or a high capacity magazine or even a belt-fed LMG to help provide cover fire if the team must break contact and retreat. I would suggest the assault rifle with the high capacity magazine to the belt-fed LMG since you may need to take out a sniper positioning him on your team's six. An SD pistol is a good option as a secondary weapon if the map is mostly interior; since you still help your team maintains stealth-to-contact.
Weapons specifications:
High Damage: The operative needs to quickly dispose of threats that compromise the team's safety (Damage 40+)
Long range (outdoors): The weapon must be able to fire long distances, to cover his team's movement. (Range 39+)