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| Call of Duty - Tactics Discussion Tactics and Map discussion for Call of Duty. |
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#1 (permalink) | |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,493
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Room Clearing
There are quite a few indoor areas in COD4 and sometimes necessary to move through to reach the objective. Prepping for room clearing should be fast. The actual room clearing should be methodical yet quick in order to unleash the fireteam's firepower into the room as quickly as possible. It takes a lot of training to get this right and I'm going to be explaining it in detail. This is my interpretation of quickly preparing and executing a room clearing procedure for COD4.
Preparation 1. Stack the door. 2. Check for explosives. 3. Decide on the type of tactical aid to use (flash/stun/frag) Stacking on the door can be done in a couple of ways. The concept is to stand in a line starting from the door frame. It minimizes exposure to whatever is inside the room. Sometimes it may be too crowded to stack on one side of the door frame so the line may be split into two with a line on each side of the door frame. Be sure to coordinate the order of entry by stating which side enters first. At least one person should have the bomb squad perk. He should speak up if any explosive devices are detected. Last, pick a tactical aid and use it before breaching. Flashes are good for completely disorienting a player but only effective if looking at it. Stun is good against this but the player can still see. Grenades are good for destroying claymores as well as anyone unlucky enough to be close enough. Use multiple tactical aids (ie. flash + frag) if controlling the room is very important. Indicating intent for a room clear can be done easily by saying: Quote:
1. Use tactical aid(s). 2. Enter quickly. 3. Check corners. The type of tactical aid will determine where to throw it but generally put it in the center of the room. Frags might have to be thrown closer to explosive devices that aren't typically in the center of the room. It might be beneficial to put a frag in a corner to flush a hiding enemy. Cook the frag by holding the frag button down for a couple seconds. Release to throw. This decreases the amount of time the enemy has to run away. Cold breaching (not using a tactical aid) is not recommended but may be necessary to save tactical aids for more important rooms. Enter the room quickly in order to make space for your teammates. Getting more guns into the room faster can overwhelm any defender. It's risky but speed is essential in room clearing. At the very least, don't stand in the doorway and block anybody else from helping you clear the room. Check those corners and behind any objects. This is where defenders will hide/wait for you. Hopefully your tactical aid will spook or stun him for an easy kill. The entire procedure can be prepped and performed in under a minute. Don't waste time deciding what to do. Waiting increases the chances the enemy hears your chatter (eavesdrop perk) or movement. Room clearing doesn't have to perfectly follow any textbook procedure that's used in real life. My procedure isn't 100% realistic but neither is the game. My explanation should add a feeling of tactical game play and help teams quickly organize themselves. |
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#3 (permalink) |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,493
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Re: Room Clearing
I'm not quite sure what that means but I think you're trying to say one enemy frag can take out the team. Is that after the team enters the room or when the team is stacked on the door?
Last edited by kin3; 12-02-2007 at 04:44 PM. |
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#5 (permalink) |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,493
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Re: Room Clearing
The entire procedure is supposed to be executed quickly. Noise is a problem but that can be fixed by crouching while moving near the building. In fact, I forgot to mention that the man in front should be crouching to allow the second man to fire unobstructed.
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#6 (permalink) |
![]() ![]() Join Date: Apr 2007
Location: Ontario, Canada
Age: 30
Posts: 1,314
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Re: Room Clearing
Room Clearing Technique 101:
Ensure shotgun is fully loaded with buckshot. Enter room, let the boom stick do the talking. Rinse and repeat as needed. ![]() No I like your way better Sarc, even if you only have two people it's better to rush in at once then to hesitate. I have seen it many times that one guy goes in and the other waits 2 to 3 seconds. It gives the defender enough time to take down #1 and engage #2. The other thing I have seen and I have no idea why people do this but they toss a stun gernade or a flash bang into a room or hallway and then sit there for 5 seconds before trying to breach!? All you accomplish is to put the defender at high alert and possibly even time to re position for a better shot as you enter. The key I think is to hit the room with the flashbang and then storm in as soon as it has gone off. It gives you at least a few seconds to get the upper hand. Nice write up. ![]()
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#7 (permalink) |
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Join Date: May 2003
Location: United Kingdom
Age: 37
Posts: 3,398
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Re: Room Clearing
Breaching a door way with 2 people can put off a defender who is partially stunned because he is presented with two targets and has to take a moment to decide which on to engage. One person rushing in is only good if the occupant/s are totally stunned. If not then you'll most likely die. Breaching needs multiple people.
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#8 (permalink) |
![]() ![]() Join Date: Apr 2007
Location: Ontario, Canada
Age: 30
Posts: 1,314
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Re: Room Clearing
Exactly Jex. I read somewhere a long time ago about the human brain and having two or more targets appear at the same time. Basically it forces them to take a moment to asses the targets and pick one to engage. Sure he may take one of you but not often he will take both because of this split second delay. Add in the use of a stun or flash bang and you gain an edge for both breachers.
I would love to see a time when the server is not busy to set up some breaching practice. It wouldn't take more then 4 to 6 people to make it work in a variety of scenarios.
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#9 (permalink) |
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Join Date: May 2006
Age: 27
Posts: 1,103
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Re: Room Clearing
The use of geomtry to clear a room is also something to take into consideration.
Personally I think you would try to be as careful with a live nade and not overly stress it by bouncing it off walls. Which you can do in the CoD series with a great effect. Bouncing a nade of a door sill or wall to obtain the desired area of destination. This procedure can allow you to introduce the explosive into the room with a reduced risk or harm to your team. Is not to be overlooked when trying to enter a room with a possible enemy. The addition of the stun nade is perhaps the single greatest upgrade to the gameplay system. Allowing a breach scenario to be carried out with a reduced risk for loss of life to your team. |
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#10 (permalink) | |
![]() Join Date: Aug 2004
Location: Naples, Florida USA
Age: 42
Posts: 3,877
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Re: Room Clearing
Just my added 2 cents...
CoD4 is a little to fast paced for true house to house clearing, but the principles are still all the same... below is a copy/paste from one small section of the TG SWAT SOP: Quote:
http://www.tacticalgamer.com/swat-4-...gamer-sop.html I know there has been a couple of times I was playing and said to a partner standing next to me: "Button Hook, I'll go left, you right, GO!" and he was like "HUH?" With just you and a partner (2 man team, in any tactical game, you should never be alone), as your moving to an objective or target, enter and clearing buildings, simply slow down... just a tad, and at each door someone say "Button Hook, I'm left" (the other will know to go right), or Criss Cross (good for seeing someone in a corner faster... but don't get stuck in a door way, caller always goes first (since no time in CoD4 to assign stick numbers.) JMO...use it or don't. ![]() |
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#11 (permalink) |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,493
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Re: Room Clearing
Those terms are perfect and should be read by everybody. We can still do fairly fancy entries but it'll take a bit of practice. Still, setting up for an entry is quick. We can do simple ones at first and move up to more complicated entries as time goes on. We can do this!
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#12 (permalink) |
![]() Join Date: May 2006
Location: Saskatchewan, Canada
Age: 25
Posts: 1,385
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Re: Room Clearing
I agree, both nice write ups
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|TG|Clodhopper - Intelligence is the key, but I'm locked out! ![]() ![]() "Dude, everytime I see your avatar, I get hungry!" - Leejo || TG on the 360! || Tactical Gamer Primer || Want to be |TG|? || |
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#13 (permalink) | |
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Join Date: May 2003
Location: United Kingdom
Age: 37
Posts: 3,398
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Re: Room Clearing
Quote:
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#14 (permalink) |
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Join Date: Jun 2008
Posts: 56
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Re: Room Clearing
my idea would be to stack up on both sides of door (if possible), flash and have the first 2 guys in the door to run in and crouch while the next 2 guys come in and stand behind them. This makes a good fire team, due to the fact that there is a human shield in front but the 4 guns would have the potential to take out an entire room of guys if played in the correct fashion
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#15 (permalink) |
![]() ![]() ![]() ![]() Join Date: Nov 2007
Location: North Kansas City
Age: 37
Posts: 1,352
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Re: Room Clearing
There really isnt any further discussion on this after you read this:
Sorry for the ugly print. 4 Man Stack to Breach |
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