Hi guys,
just made a small loadoutfile for myself. Have a look at it.
Comments/tips are welcome.
Keep in mind it's a guideline........not a must!
Standard loadout(suggestion)
when nonstealth
#1 smg FMJ/JHP (depends on sus'protection), 9mm, 3 wedge, 2 bang/sting, BSG(new dynamicbreach when pin is pulled), helmet, light armor,SAS-skin/taiwan.
#2 smg FMJ/JHP (depends on sus'protection), 9mm, 5 bangs, C2, helmet, light armor,SAS-skin/taiwan.
#3 smg FMJ/JHP (depends on sus'protection), 9mm, 3-4 bangs, rest wedge, C2, helmet, light armor,SAS-skin/taiwan.
#4 smg FMJ/JHP (depends on sus'protection), 9mm, 3-4 bangs, rest wedge, C2, helmet, light armor,SAS-skin/taiwan.
#5 RG LOUD primary pref. AR GB36 M4A1, 9mm, 3 bangs, 2 wedge (1 gas optional instead of a wedge, to make defence perimiter),BSG,helmet, light/heavy armor,SAS-skin/taiwan.
when its a 4man formation lose nr4 in this lineup.
Stealth
#1 smg(SD) FMJ/JHP (depends on sus'protection), 9mm, 3 wedge, 2 bang/sting(nr 2-3 deploys standard so no use taking gas, BSG(new dynamicbreach when pin is pulled)but will not be used due to STEALTH, gasmask, light armor,SAS-skin/taiwan.
#2 smg(SD) FMJ/JHP (depends on sus'protection), 9mm, 3 gas, 2 bang/sting,C2, gasmask, light armor,SAS-skin/taiwan.
#3 smg(SD) FMJ/JHP (depends on sus'protection), 9mm, 3-4 gas, rest wedge, C2, gasmask,light armor,SAS-skin/taiwan.
#4 smg(SD) FMJ/JHP (depends on sus'protection), 9mm, 3-4 gas, rest wedge, C2, gasmask, light armor,SAS-skin/taiwan.
#5 RG LOUD primary pref. AR GB36 M4A1, 9mm, 3 bangs, 2 wedge (1 gas optional instead of a wedge, to make defence perimiter),helmet(no mask because he will not go in dangerzone, light/heavy armor,SAS-skin/taiwan.
when its a 4man formation lose nr4 in this lineup.
Keep in mind to always make team know who is primary and second tacaid-deployer!
Secondary gun can be changed to tazer on EL's call.
your vote's/comments please!
You can close your eyes for things you don't want to see, but you can't close your heart for things you don't want to feel
I'm impressed. Covers the basics and is, as you mentioned, a general guideline for equipping the element.
Noli Mi Tangere!!! Don't Tread On Me!!!
Yuo've got a good outline here Lake, just remember the wedges are optional depending of the size and shape of the map.
"Godo godo!" Lazko and his typoes image size exceeded -- click to view
If another officer posts here, i will show you the worlds ultimate Rvs loadout.
Untill then it remains a secret of [SAS] Sabre Squadron
Lt_Col WIZ, VC, MiD (Ret)
Dang, I wish I wrote that down when I had a chance Wiz
I don't have any authorization to show what the suggested standard load outs are in the SOP Rewrites are or I would....
I think every one generally finds them self a 'default' kit of sorts for a given slot when they haven't been issued kit. Mine varies depending on if I'm Solo (my preferred for stealth) or apart of an Element (my preferred when I'm not being sneaky). Generic kits for every one, is worth careful analization.
My experiences have shown me that it can be helpful to have both FMJ/JHP in some situations. Like Red Library Offices, often I'll use an MP5 with JHP and a Glock 17 with FMJ (or vice versa). If the suspect is near a hostage, JHP is better -- Usually I go for a double tap to the upper chest working my way to the mid-skull -- But sadly JHP != Good vs Gas Mask..... *sigh* lol. And FMJ is more reliable then JHP on mainly armoured targets, yet can fair poorly against soft targets in some situations. If most suspects seem to use Armour, I'll stick with the FMJ weapon, if not I'll probably use the JHP weapon - shifting to one enough as necessary and using smart target selection to maximise damage.
I'm the kind of guy that shoots any thing I can get first, then walks my shots onto some thing critical. I'd rather use 'stunning blows' til I can kill then die. Usually I get them in the chest<->head one after the other, 2-6 rounds per kill. And I keep on firing till they go down. So FMJ or JHP, they are going to go down before me in SWAT4 unless they score a a kill quickly.
One thing you might consider when the Element is larger is to have the Blue Team take Default or GIGN uniforms instead of Taiwan when the SAS one is not available. And EL to take the other; It can make it instant/visually clear who is Red and who is Blue and who is EL in your Element. Personally I like the [SAS] Uniform better then Taiwan
Good idea, Lake
In general this loadout you made is fine
But I think every EL makes his own loadout, which fits best to his plans. But as even said - good for a general-basic-loadout...
I make each time a loadout concerning the mission which lies ahead:
--------------------------------------------------------------------------------
-1- point: SMG / AR, pistol, 2-3 wedges, 1 gas, rest bangs, BSG, light, taiwan / SAS, helmet/mask
-2- coverman: SMG, cobra, 2-3 stingers, rest bangs, C2, light, taiwan / SAS, helmet / mask
-3- EL: SMG, pistol, 5 bangs, C2, light, SAS-DUKE, helmet / mask
A) -4- support: SG / SMG, 2-3 wedges, 1 stinger, rest bangs, BSG, light, taiwan / SAS, helmet
-4- support: Launcher (bangs / gas), pistol, ammo-punch, 3 wedges, 1 stinger, BSG, light, taiwan / SAS, helmet
-5- Rearguard: AR / LMG, pistol, 3 wedges, 1 bang, 1 gas, C2, HEAVY, taiwan / SAS, helmet
DUKE, Germany
"What's the plan?
Track'em, find'em, kill'em!"
Too bad people have grown so bored with kitting out that everybody carries guns, four bangs and a wedge.
well Rasa,
Thats just what i used to do but im trying to improve.
You can close your eyes for things you don't want to see, but you can't close your heart for things you don't want to feel
The point is that there's is one essence for dynamic:
A team that bangs and clears it's way trough.
What's the difference when using stingers (instead of bangs) at places where stingers are useful?
Having 1-2 gas in the element, knowing to use them for tacitcal advantages at the right places, where bangs are nearly useless. That's nothing to blame, Rasa.
When making a detailed plan - then wedges are pretty nice.
Finally, only the results count
And as far I know - when leading an Element, I usually lose noone or less men of the team than you...
DUKE, Germany
"What's the plan?
Track'em, find'em, kill'em!"
I'm tempted to move this thread into Training & Tactics ^_^.
While our work on the SOP Rewrites has tried to strike a balance between what we most often use, what is optimal for our common formations, and provide a suitable 'If you need a Generic kit...' answer, and a fair conceptual overview of what each position is usually doing/needing to help the EL's load out their teams. One I think it currently does very dang well in fact.
How ever my personal preference is often for a mixture of Bangs, Stings, Gas, and Wedges. And a Split up of C2/BSG so that Red and Blue teams can employ both without the presence of another or the EL if required. In real life if we were going to use Gas at all it would probably be flooded in before we enter.
Bangs are good for small rooms, stingers are fun contact weapons, and gas is more effective then ether in more complex rooms. Remember the point of the Flash bang is to help get you into the room safely. Not to stun and disorient every thing in it so you can take it easy. In a larger area where obstructions can prevent the Flashbang or Stingball grenades from providing adequate effect, the CS Gas may prove a safer alternative in some areas -- weather it be stealth or dynamic.
And when good selection and possible combination of tactical aids combined with a LTL weapon in a supporting section of the Element. Can result in some good arrests and an effective entry into a high risk area with a little bit of work planning before you ever launch the op.
Any way you look at it, it is the EL's job to assign a proper kit for the current mission at hand. Textbooks and Lists should of course be adopted not obeyed as law
Coming back to my idea: Here is my loadout Fresnal Station, 8-men-team, equipped for triple-entry and working as 3 single elements of each 2-3 men:
Basicloadout: AR / SMG of choice and pistol (both fmj), light armour, SAS-skin
ALPHA:
---------
#1 BSG, mask, 3 wedges, 1 gas, 1 stinger
#2 C2, mask, 2 stinger, 3 bangs
#3 C2, mask, 1 wedge, 2 gas, 2 bangs
BRAVO:
----------
#4 BSG, helmet, 3 wedges, 2 bangs
#5 C2, helmet, 2 bangs, 3 stinger
#6 Launcher (bangs), BSG, helmet, ammo-punch, 1 wedge, 2 stinger, 1 bang
CHARLIE:
------------
#7 BSG, helmet, 2 wedges, 2 bangs, 1 gas
#8 C2, helmet, 2 gas, 2 bangs, 1 stinger
DUKE, Germany
"What's the plan?
Track'em, find'em, kill'em!"
Respect the Vet's as far as i know Rasa's leading is way more faster,effectiver and more SAS coordinated then yours
and you know why
he has more expierence
Yuke, this was just an ironic statement and has nothing to do with less respect Surprisingly, noone was offended by this line, only you - maybe you understood it wrong.
At least I lead best I can (getting my team out there alive) and I really don't mind who is better.
But Yuke, before trying to give me advise concerning having respect for Veterans...
...it is YOU, Yuke, who should respect orders from upper ranks: When LCpl_Ranger wants you in his team, then don't try to argue, just change the team at once.
Thank you for reminding me.
DUKE, Germany
"What's the plan?
Track'em, find'em, kill'em!"
Insert testosterone.
Good to hear, Rasa, that you already have taken your pills...
DUKE, Germany
"What's the plan?
Track'em, find'em, kill'em!"
0.o
This already went a bit too far...
Let's cut it here please Gents
"Godo godo!" Lazko and his typoes image size exceeded -- click to view
Hey, WIZ. Here's another officer's post in the thread.
SAS_Vet_Random
Lt. Col (Retired)
22nd [SAS] Elite Virtual Regiment
Ok based on a 5 man element..stay with me and get your heads in gear.
The following is NOT to be used in the SAS servers and is by no means an excuse to break from SOPs. This is the sabre loadout for Rvs and enables 1 team to loadout and prepare for a map with 2 minutes notice.
Pointman = MP5sd5, USP hi-cap, 3frag and 1 mask
second = MP5sd5 Scoped, USP hi-cap, 3fb 3frag
EL = AW covert (with thermal) or M1 shotgun, USP hi-cap, 3 smoke and bc
fourth = MP5A4, USP sd, 3 fb, 3 gas
Rear guard = L85A1, USP sd, 6 fb
Most people will not understand why, but look deeper into the loadout and think if there is anything else an element needs to be able to complete...any mission on demand
Lt_Col WIZ, VC, MiD (Ret)
Here's what i got from your post Wiz:
This loadout gives you flexibility on whether to complete a mission dynamically or with stealth, depending on the surroudings. RG's weapon allows him to see far, and he can take 2nd position with his 6B in case of the need to change from stealth to dynamic. 4th would take point in case of a change from stealth to dynamic, and he has the standard loadout for point. EL has smoke and breaching charges, as he will be the key to entry on some hostage rescue missions, and he is the most protected in the element.
What i don't understand is why point has a gas mask if only one person in the element:4th, is carrying gas. The only way i could see point having his gas mask useful, is if you need to clear out a hostage area with gas if nobody has any FB left.
Also remember the idea of Red and Blue teams in the Element Snipe, you could get a very effective method of controlling the element and breaking down the command structure as necessary. Red on Stealth, Blue on Dynamic kit... Very useful.
I do find the Gas Mask a bit un usual, since I remember under going training to operate effectively within CS Gas in Raven Shield, among other things at the hints of my Cpl... But I was never a part of RvS Sabre lol.
If my memory serves from the brief time I had access to the Sabre Forum (via S4). It also explains why Rand almost always had that dang L85A1 in hand lol.
And you said i understood YOU wrong
Inspired by WIZ's SABRE-loadout for RvS, I made many thoughts concerning a SWAT-loadout for any situation / mission given:
-1- SMG-SD, Pistol, light armour, mask, BSG, 3 wedges, 2 gas
-2- AR, Cobra, light armour, mask, C2, 3 stingers, 2 bangs
-3- (EL): SMG / SG / AR, Pistol, light armour, mask, C2, 3 bangs, 2 gas
-4- Launcher (bangs), Pistol, light armour, helmet, BSG, ammo-pounch, 1 gas, 2 wedges, optiwand
-5- LMG, Pistol, heavy armour, nightvision, C2, 3 wedges, 2 bangs
This might look a little strange, but it has indeed its uses...
DUKE, Germany
"What's the plan?
Track'em, find'em, kill'em!"
Theoretically that would be nice Duke, but in my experience only the smgs cut it for roomclearing. There I myself would never equip 1 2 or 3 with anything other then smgs as primary.
I like the way you configured the Blue team as a support unit carrying the bangs and some heavy duty weaponry. They'd be ideal as trailer, hallway guard and RG.
This leaves the three first guys with full concentration on roomclearing. You rarely need more then three when roomclearing.