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Debate - Map clearing
LecterDate: Friday, 2012-06-08, 07:25 | Message # 1
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Mostly, we play on known maps and rely on complete knowledge of its every room and possible suspect positions. Thats not very challenging or realistic. We should develop a pattern in which we can complete any map without even knowing it (its very relevant for completing custom maps). Map clearing pattern should consist of smaller scale patterns like how to clear streets, corridors, open areas etc. with a lot of doors on the way. And then just a direction in which to proceed on the map.

May the forces of evil become confused on the way to your house

,,Not a single chainsaw was given that day...''
 
RaptorDate: Friday, 2012-06-08, 08:17 | Message # 2
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You mean something like:
Quote (http://ast.ucoz.org/forum/21-377-1)

Moving without floorplans:
- the teams should agree to clear all rooms either clockwise or counter-clockwise; this may be decided on the run
(clockwise means basically starting at the entry point always stick to the left wall clearing all doors/opening until you reached the entry point again)
- usually it’s works better to clear from top to bottom (remember the clearing of stairs!)


Or:
Quote (http://ast.ucoz.org/forum/21-308-1947-16-1335003750)

In general you should try to stick to the perimeter while moving through open area, this reduces the number/size of danger zones.


"Teamwork is essential, it gives them someone else to shoot at."
Murphy's Laws of Combat #9


Message edited by Raptor - Friday, 2012-06-08, 08:18
 
LecterDate: Friday, 2012-06-08, 11:30 | Message # 3
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Yes, something like that. Map clearing should also be included in training along with room clearing.

May the forces of evil become confused on the way to your house

,,Not a single chainsaw was given that day...''
 
RaptorDate: Friday, 2012-06-08, 23:27 | Message # 4
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I'll write it to the leading lesson since choosing the route is the task of the leader.

More hints concerning this topic?


"Teamwork is essential, it gives them someone else to shoot at."
Murphy's Laws of Combat #9
 
LecterDate: Sunday, 2012-06-10, 17:58 | Message # 5
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Yea, I have more hints, but regarding other issue. Its about communication manner. But I guess, this has to be in other thread, right?

May the forces of evil become confused on the way to your house

,,Not a single chainsaw was given that day...''
 
ShadowManuDate: Sunday, 2012-06-10, 18:38 | Message # 6
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Maybe... but always remember to keep developing biggrin

 
RaptorDate: Sunday, 2012-06-10, 19:39 | Message # 7
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@Drago: I guess this one would fit: http://ast.ucoz.org/forum/21-167-1

"Teamwork is essential, it gives them someone else to shoot at."
Murphy's Laws of Combat #9
 
LecterDate: Sunday, 2012-06-10, 22:23 | Message # 8
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I was wondering about contact reporting. I think we need a certain system for that, since its vital to be aware of suspect location as much as possible. In CQB, there is no problem. I had in mind simple reference system: The door, which is entered, is reference point. for example. if you see suspect at 12oc from the door, you report ''contact 12''. If its on the right ''contact 3'' etc. In the streets, open areas, its more complicated. Though, we could still use our advance path as a reference point, i suppose. Still, communication systems needs some working on.

May the forces of evil become confused on the way to your house

,,Not a single chainsaw was given that day...''
 
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