1. Pointman or EL calls "stack up" or "reform on my position" via TS or via game comms and the team stacks in formation
2. Pointman or EL issues order to "bang and clear"
3. #3 (or #2 in a 3 man team or when #3 runs out of flashes) readies bang and calls out "ready" through TS or "roger that/ acknowledged" through game comms (this is the virtual equivalent to "squeezing up.")
Tactical Note: It's always better to have two guns up front, so the 3rd man deploys flashbangs until he runs out. Often we have 2nd man deploy the flash in our servers because that's how most other servers do it, but it's safer this way. Also, swapping positions to get two guns forward of the person deploying the flashbang can get complicated for public players once the 3rd man runs out of flashes.
4. Pointman cracks, rolls, or opens the door
General rules for opening doors:
a) only slightly when stacked to hinge side
b) fully when stacked to knob side
Note: in RvS, stacking to hinge sideon an inward swinging door or on the knob side of an outward swinging door is preferred when it is a safe option for the team since door must only be opened slightly to deploy tactical aids--the pointman will make that decision
Note: When stacked on a slightly opened door, closing the door after the bang goes in will eliminate any chance of the team being affected by the bang--it also keeps tangos contained forward of your team for added safety
5. All freeze/hold until bang is heard Note: if door was reclosed after the bang went in, then the pointman will open the door fully upon bang detonation
6. Continue with normal room clearing tactics
7. The final man involved in the initial assault gives the "All clear." The pointman will continue to the next room/objective or the EL will direct where the team will go next.
1. Pointman or EL calls "stack up" or "reform on my position" via TS or via game comms and the team stacks in formation
2. Pointman or EL issues order for breach, bang and clear
3. #2 or #4 sets charge (#2 in a 4 man team; #4 in a team of 5 or more)This way the #2 has time to switch back to primary while the team waits for bang to detonate)
4. #3 readies bang (same as bang and clear) Do not ready the bang until the demolition man returns to stacked position. #3 must assume #2's cover assignment in a 4 man team until the charge is set and #2 retums to stacked position. (Another reason for #3 to bang is so first two in stack will enter first as quickly as possible)
5. Pointman or EL calls for the breach with "charge" or "go,go,go" command
6. The demo man detonates the charge
7. #3 tosses bang as door begins to splinter or blows inward
8. All freeze until both charge and bang are heard
9. Continue with normal room clearing tactics
10. The final man involved in the initial assault gives the "All clear." The pointman will continue to the next room/objective or the EL will direct where the team will go next.
When on the server, SAS-members give detailed loadouts for a reason:
We want a perfect working element which can handle any situation, survive and bring the conflict to a successful end.
The given loadout from the element leader helps to achieve this goal
It's not acceptable and endangers the team (hence the team-success) if you even can't bring the ordered loadout. It's really simple, but you must read the instructions given by professional longterm team-leaders. And this point is, was and will never be for debate.
We, the [SAS] 22nd Elite Virtual Regiment, offer you an experience of tactical team oriented gameplay you'll find nowhere else. That's why we have so many regular players on the server.
WE bring in a lot of time and professionalism to establish and continue this unique gameplay experience on our servers in order to make it a win-win-situation for all - YOU take the ordered loadout or spectate. Yes, it's really that simple.
Bang and Clear
Quick Chat to Initiate the Action= b
1. Pointman or EL calls "stack up" or "reform on my position" via TS or via game comms and the team stacks in formation
2. Pointman or EL issues order to "bang and clear"
3. #3 (or #2 in a 3 man team or when #3 runs out of flashes) readies bang and calls out "ready" through TS or "roger that/ acknowledged" through game comms (this is the virtual equivalent to "squeezing up.")
Tactical Note: It's always better to have two guns up front, so the 3rd man deploys flashbangs until he runs out. Often we have 2nd man deploy the flash in our servers because that's how most other servers do it, but it's safer this way. Also, swapping positions to get two guns forward of the person deploying the flashbang can get complicated for public players once the 3rd man runs out of flashes.
4. Pointman cracks, rolls, or opens the door
General rules for opening doors:
a) only slightly when stacked to hinge side
b) fully when stacked to knob side
Note: in RvS, stacking to hinge sideon an inward swinging door or on the knob side of an outward swinging door is preferred when it is a safe option for the team since door must only be opened slightly to deploy tactical aids--the pointman will make that decision
Note: When stacked on a slightly opened door, closing the door after the bang goes in will eliminate any chance of the team being affected by the bang--it also keeps tangos contained forward of your team for added safety
5. All freeze/hold until bang is heard Note: if door was reclosed after the bang went in, then the pointman will open the door fully upon bang detonation
6. Continue with normal room clearing tactics
7. The final man involved in the initial assault gives the "All clear." The pointman will continue to the next room/objective or the EL will direct where the team will go next.
SAS_Vet_Random
Lt. Col (Retired)
22nd [SAS] Elite Virtual Regiment
Breach, Bang and Clear
Quick Chat = cb
1. Pointman or EL calls "stack up" or "reform on my position" via TS or via game comms and the team stacks in formation
2. Pointman or EL issues order for breach, bang and clear
3. #2 or #4 sets charge (#2 in a 4 man team; #4 in a team of 5 or more)This way the #2 has time to switch back to primary while the team waits for bang to detonate)
4. #3 readies bang (same as bang and clear) Do not ready the bang until the demolition man returns to stacked position. #3 must assume #2's cover assignment in a 4 man team until the charge is set and #2 retums to stacked position. (Another reason for #3 to bang is so first two in stack will enter first as quickly as possible)
5. Pointman or EL calls for the breach with "charge" or "go,go,go" command
6. The demo man detonates the charge
7. #3 tosses bang as door begins to splinter or blows inward
8. All freeze until both charge and bang are heard
9. Continue with normal room clearing tactics
10. The final man involved in the initial assault gives the "All clear." The pointman will continue to the next room/objective or the EL will direct where the team will go next.
SAS_Vet_Random
Lt. Col (Retired)
22nd [SAS] Elite Virtual Regiment
I've put lots of recent stuff in this and merged some older data that was moved to the archive.
I think this is still good for newcomers to the forums and servers to have access to, so I have placed it here.
Enjoy!
SAS_Vet_Random
Lt. Col (Retired)
22nd [SAS] Elite Virtual Regiment
Kind of field manual to help you to do it right...
Glad to have all that stuff back
DUKE, Germany
"What's the plan?
Track'em, find'em, kill'em!"
Very helpful topic, of course for people who are checking forum.
SAS_Magnum Lance Corporal SAS 22nd Elite Virtual Regiment.
All serious players on our server should check our forums!
SAS_Vet_Random
Lt. Col (Retired)
22nd [SAS] Elite Virtual Regiment
*** LOADOUTS***
When on the server, SAS-members give detailed loadouts for a reason:
We want a perfect working element which can handle any situation, survive and bring the conflict to a successful end.
The given loadout from the element leader helps to achieve this goal
It's not acceptable and endangers the team (hence the team-success) if you even can't bring the ordered loadout. It's really simple, but you must read the instructions given by professional longterm team-leaders. And this point is, was and will never be for debate.
We, the [SAS] 22nd Elite Virtual Regiment, offer you an experience of tactical team oriented gameplay you'll find nowhere else. That's why we have so many regular players on the server.
WE bring in a lot of time and professionalism to establish and continue this unique gameplay experience on our servers in order to make it a win-win-situation for all - YOU take the ordered loadout or spectate. Yes, it's really that simple.
DUKE, Germany
"What's the plan?
Track'em, find'em, kill'em!"
Every so often it is good to review this material, as well as the SOPs.
SAS_Vet_Random
Lt. Col (Retired)
22nd [SAS] Elite Virtual Regiment
I was bored and did a bit of a restructure of the above information, so it 'flows' (in my mind at least) more smoothly from one topic to another.
I found that some sections on room entry were duplicated verbatim so I removed them.
Anyone know any decent places that can host a few KB worth of text (it's a word document and I want to keep the formatting)?
SAS_Master - Regimental Sergeant Major
GCHQ
"He's trusting you to do your job which is to clear that corner! Nothing else!"
Post here and I'll replace my original post giving you editing credit
SAS_Vet_Random
Lt. Col (Retired)
22nd [SAS] Elite Virtual Regiment
SAS_Master - Regimental Sergeant Major
GCHQ
"He's trusting you to do your job which is to clear that corner! Nothing else!"