Content - External Sources
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TheIceMan | Date: Tuesday, 2012-04-03, 22:42 | Message # 11 |
Group: NCO
Messages: 596
Awards: 1
Status: Offline
| SWAT TacticS PART #1 : Breach, Bang and Clear! Because many peoples don't know how to do some tactics i propose this tutorial only for peoples interesting for fair play.
This example is a Breach, Bang and Clear with 1 side stack up (where the door handle is located).
1.) Stack Up
R1 is in the prone position, R2 is covering R1 and the opposite side of the door . The element leader is between the two teams, and also covers the hallway. B1 covers the right hand side of the stack, while B2 is guarding the rear .
2.) Open the door, deploy flash bang
While R2 is covering the door, R1 (still in the prone position) opens the door, weapon at the ready. If no immediate threat is encountered, R2 throws in a flash bang.
3.) The fatal funnel
R1 enters first, an covers the right half of the room. R2 is following immediately and covers the left side of the room. B1 and B2 are covering from the outside, getting ready to enter behind RT. Clear the doorway right away!
4.) Clearing the room and Secure!
R1 goes to the right far corner, pointing his weapon to "No-Man's-Land". R2 clears to the near left corner, pointing his weapon to "No-Man's-Land". Never point your weapon to the direction of a team member! B1 follows and goes to the near right corner, followed by B2 who stays near the door and covers it. B1 will cover upper areas (like balcony's etc.), if there are any. The element leader is the last one who enters the room. He then may issue further orders.
http://www.sog-team.com/forum/showthread.php?t=27137
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No Retreat No Surrender
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TheIceMan | Date: Tuesday, 2012-04-03, 22:49 | Message # 12 |
Group: NCO
Messages: 596
Awards: 1
Status: Offline
| Hey. When I've got time I will use this topic to write mini guides on how to handle situations, where to use different approaches and grenades, how to deal with civilians and suspects and other helpful tips in game.
Feel free to discuss this and or submit your own tips.
I might not get everything right, so if you notice a mistake I might have made, please point it out.
Civilians -How to deal with uncompliant civilians.
Scenario 1 - Refuses to Surrender:
The civilian refuses to surrender and let you arrest them.
Approach: Deploy a less lethal weapon:
Beanbags (can kill if you're unlucky) Pepper Gun Taser Pepper Spray TSS Only: Melee Punch (I haven't tested this yet)
You can also use a Grenade to make them surrender.
CS Gas and Flashbangs are excellent.
Stinger is dangerous, as it is potentially deadly if thrown too close to the civilian.
Some civilians will also surrender if you shoot a loud weapon near them.
If you have no less lethal weapon or equipment what so ever, then civilians can be made compliant by shooting them. If you have to do this aim for a leg, and only use one shot, (watch out for weapons with burst) you will lose points if you do this. - Do not use a shotgun for this, switch to your sidearm.
Suspects:
- How to deal with uncompliant suspect
Scenario 1 - Refuses to Surrender: The suspect has been told to surrender, but refuses to do anything. Is not shooting.
Best solution: Deploy a less lethal weapon or grenade.
The pepperball gun or beanbags shotgun is the easiest to use. Pepperspray and Taser usually does the trick aswell.
Shout at him again, if he surrenders you've got him.
Scenario 2 - Has deployed Less Lethal Weapon: You have deployed a less lethal weapon such as a grenade, pepper ball/spray or beanbags, but the suspect still refuses to surrender. He is not aiming or shooting at you.
Solution: The Taser, works 95% of the time. Simply shoot it at him and he surrenders.
Sometimes though the Taser wont work (happend to me 2 times only) try some of the other less lethal weapons not yet deployed.
If he still does not surrender, shoot him once as a warning, you will probably get a points reduction for this. If he still wont surrender, then he will eventually start shooting at you.
Either shoot him in the leg so he is incapacitated, or get to cover and wait for him to fire at you. If he fires at you, then you may take him down without losing points.
If you shoot a suspect down who is currently stunned by a less lethal weapon, you will recive a penalty and loss of points.
Scenario 3 - Running Away: Suspect has been told to surrender and tries to/ or runs away.
What you do not ever do (if you want a good score) is killing a runner, you will lose 10 points for this. It is better to let him run than to kill him, unless he is running into a situation where he is able to ambush your team-mates, then you'll have to make the decision yourself, a good idea is to alert your team mates about it.
If you have a less lethal weapon, do not hesitate to shoot a runner, sometimes they will still try to run though, some at full speed, others slowly, but this gives you time to deploy the ultimate Taser, which will most likely force him to surrender.
If the suspect gets out of a door, be careful and move slowly.
Scenario 4 - Has Opend Fire: Suspect is firing at you, civilans or your team mates.
You may take them out with lethal force, alway shoot to kill if you decide to do that.
However, if you want to get the most points you will have to take him out with a less lethal weapon, but do not risk your life or a civilians to do so.
In situations like this you must use your own judgement, but always do your best to keep the suspect alive.
Optical Wand The optical Wand or the "Mirror" is a tool with an optical camera with a monitor. The wand is used to look inside a room or around a corner.
Most people do not use the wand to look around corners, as online playing usually have unpatient player.
The door uses are invaluble though, and it is one of the most important item in a SWAT 4 Squad.
Scenario 1 - Under door: To use the wand to view under a door simply look at the bottom on the door until the ion apears and press the fire button, hold it down to film.
When someone says "Mirror Under Door" in-game, then this is what they are refering too.
When you use the mirror in COOP it is very important that you alert your team about where there are suspects, how many of them there is, and also wether or not civilians are present.
You also have to take account of any special situations which may or may not be present.
And an important thing to notice, just because you can't see anyone, doesn't mean that there isn't anyone there, you should always be careful.
It is also up to you what kind of grenade which should used, if any.
You also have to take into account wether or not it is a good idea to breach with C2.
Scenario 1 - Around Corner:
When you are using your wand to look around corners, you most always remember this: notify your team of you actions, have them cover you, don't walk too far, you don't want someone spotting you.
As for how to handle what you are seeing refer to the Under Door guide, as this should be no different.
Door Breach When you encounter a locked door, you will need to get it open, this can be done in three different ways.
Scenario 1 - Picking Lock: To pick a lock, simply look at the lock and click the fire button to take out the lockpick. When you are picking a lock, always position yourself so you have cover behind a wall if the door opens suddenly.
Picking locks should be done if you want a silent entry, but watch out, if there are suspects close to the door, they might notice you. If that is the case then it might be better doing another breach.
This breach is also the slowest of the three.
Scenario 2 - Shotgun: The shotgun carries 5 shells, so you can open 5 doors with it. This is useful in situations where you need to be quick, the shogun is the fastest form of breach.
Simply pull it out and shoot at the door where the icon is indicating it.
The door will fly open and it will probably leave you without cover for a while, making it also the most insecure breach. You should always stand to the side of the door when using this.
The shotgun can also be used as a weapon, it is lethal, but only if you are extremely close to your targer. (1-3 meters away)
Scenario 3 - C2 Explosives: The C2 Exlosives are potentially the best way to breach. It takes a little while to put it in place, but leaves you with a remote trigger to set it off.
The blast will leave the door flying open, and anyone standing behind it will get incapacitated, maybe even killed. This is very useful for taking out suspects, because you will not get a penalty for a kill while doing this.
The blast is not dangerous from the side the C2 was deplyed so it is possible to stand right next to the door on this side.
Another thing the C2 does is to work like a minor flashbang, it temporarily stun the people inside the room, this does not always work though, so be careful.
You get 3 C2 per mission.
http://www.sog-team.com/forum/showthread.php?t=24083
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No Retreat No Surrender
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Raptor | Date: Friday, 2012-04-06, 12:04 | Message # 13 |
Group: Commander
Messages: 3115
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| Hmm, ok, but not really good stuff.
About the Leader: Quote (TheIceMan) Maps - Knowing every map inside-out is a prequisite to a good plan, wich is a must for every mission #fail
Quote (TheIceMan) Is a leader really needed? Depends on the team: http://ast.ucoz.org/forum/21-238-1
Quote (TheIceMan) 3.Planing Correct steps, but you may use a different order.
Quote (TheIceMan) 1.Establishing perimeter - Covering all possible approaches to the door is necessary to avoid your team getting killed from behind or any other direction other than the focused room. Sure, but already done by the formation of the element.
Quote (TheIceMan) 2.Stacking up Imho the guy with c2 or bsg has enough time to switch the weapon so he can (just "can", not "should") stack up first.
Quote (TheIceMan) Complied suspects and civilians can wait forever No. Uncuffed civs may stand up and run into your line of fire. Uncuffed sus may carry a hidden gun and shoot you. Uncuffed civs may be a sus with a hidden gun.
About the breaching and stacking: it's not necessary to know the next room to stack up and clear properly. Formation and according repsonsibilities (even in a liquide formation) make sure that every team member knows what to do while stacking and clearing without detailed orders. No matter how the room look like.
About the breach, bang and clear: Similar but not exactly the same way as we do it. Btw: plagiarism? http://www.nme.de/cgi-shl/nme/swat_T_Ebbc.php
About the last "situation" guide: mostly crap - use our RoE table instead (shooting at civs is a no-go!) - overrated opti wand - c2-kill is a penalty as well, and may violate our RoE
Quote (TheIceMan) The blast is not dangerous from the side the C2 was deplyed so it is possible to stand right next to the door on this side. Sounds like Explosive Door Humping... I usually keep some distance to explosives while blowing them up...
"Teamwork is essential, it gives them someone else to shoot at." Murphy's Laws of Combat #9
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SAS_Random | Date: Friday, 2012-04-06, 18:00 | Message # 14 |
Group: Registered
Messages: 52
Awards: 0
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| EDH... ;-) also known as door surfing
SAS_Vet_Random Lt. Colonel (Retired) 22nd SAS Elite Virtual Regiment www.sasclan.org
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ShadowManu | Date: Friday, 2012-04-06, 22:37 | Message # 15 |
Group: NCO
Messages: 791
Awards: 0
Status: Offline
| I'm not gonna use the "we play for keeps, not points" phrase but if we do things right, keep our team alive, civilians alive, the suspects controlled (you can control both dead and cuffed) and the mission complete, that's good enough... Use the way you want to keep it as that. What I mean is that too many stuff is point oriented, not safe oriented.
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TheIceMan | Date: Friday, 2012-04-06, 22:42 | Message # 16 |
Group: NCO
Messages: 596
Awards: 1
Status: Offline
| yeah true that Manu
No Retreat No Surrender
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SAS_Random | Date: Saturday, 2012-04-07, 04:35 | Message # 17 |
Group: Registered
Messages: 52
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| LOL we used to have that saying in our server messages. 'We don't play for points. We play for keeps.'
I always liked that saying. I am also partial to pointing out, 'Graveyards are full of people who fight fair. If you want a fair fight, go to a boxing match.'
Protect yourself, your team, civilians, and then attempt to protect the suspects unless they threaten someone in one of the other three groups.
SAS_Vet_Random Lt. Colonel (Retired) 22nd SAS Elite Virtual Regiment www.sasclan.org
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TheIceMan | Date: Sunday, 2012-06-03, 11:57 | Message # 18 |
Group: NCO
Messages: 596
Awards: 1
Status: Offline
| Well I was just searching for some files about tactics again : D and I found this :
http://training.afd-gaming.com/manuals/SquadMovement.pdf
its cool stuff but not much for SWAT its army but some things we can use in SWAT of course so take this file rather like inspiration...
Stuff for using in SWAT pages (22-30)
P.S. guys this file is very helpful during playing RVS, ARMA, etc... : D
Added (29/04/2012, 11:28 AM) --------------------------------------------- Here are some tactics of other clan on some maps:
http://www.gamefaqs.com/pc/920508-swat-4/faqs/49183
http://www.gamefaqs.com/pc/920508-swat-4/faqs/49185
http://www.gamefaqs.com/pc/920508-swat-4/faqs/49184
http://www.gamefaqs.com/pc/920508-swat-4/faqs/49187
http://www.gamefaqs.com/pc/920508-swat-4/faqs/49186
Added (02/05/2012, 9:47 AM) --------------------------------------------- Quite interesting article about dynamic entries
http://www.policeone.com/SWAT....e-entryAdded (18/05/2012, 1:19 PM) --------------------------------------------- As my habbit is. During searching net I found this web. Its nothing special at in but the clan or community dont know exactly what they are. Have done some basic pictures with their tactics. So here they are. Its not tactic we are using but anyway just for inspiration.
http://www.freewebs.com/tacticalgamingrefuge/teamworkandtactics.htm Added (18/05/2012, 11:25 PM) --------------------------------------------- Another cool pictures and text of tactics: http://www.scribd.com/doc/16893681/Cqb-Tactics Added (18/05/2012, 11:31 PM) --------------------------------------------- This Link Describes Principles Of CQB really cool : D
http://www.pro-activetraining.us/files/JW_CQB_article.pdf Added (18/05/2012, 11:37 PM) --------------------------------------------- And one more: http://www.globalsecurity.org/militar....ch3.htm Added (03/06/2012, 11:57 AM) --------------------------------------------- Basic structure of movements and room clearing
http://www.co.wise.tx.us/constab....aid.pdf
No Retreat No Surrender
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Raptor | Date: Sunday, 2012-06-03, 19:44 | Message # 19 |
Group: Commander
Messages: 3115
Awards: 0
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| TL;DR it yet Iceman, but it's looks really good at first sight. Added (03/06/2012, 7:44 PM) ---------------------------------------------
Really cool one. Our teaching is already based on such priciples, but mb we should really focus even more on it. Still, the rejection of the "blind entry" and "moving to the deep corner on dynamic entry" is a bit suprising to me. I'll have to think about that arguments. Especially because the article fails to describe alternatives.
Sidenote: It's getting a bit messy here, mb I should order this thread *searching_the_end_of_my_endless_TODO_list*
"Teamwork is essential, it gives them someone else to shoot at." Murphy's Laws of Combat #9
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SAS_Random | Date: Monday, 2012-06-04, 12:39 | Message # 20 |
Group: Registered
Messages: 52
Awards: 0
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| Very good stuff that reinforces much of what we try to accomplish in the games.
SAS_Vet_Random Lt. Colonel (Retired) 22nd SAS Elite Virtual Regiment www.sasclan.org
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