Announcement

Collapse
No announcement yet.

Dynamic entry vs Limited Penetration!

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • #61
    Reviving after playing more and seeing more examples.

    It seems pretty self evident to me that one of the key determining factors in assaulting is cohesion, including prior to an assault. Basically you need to get people into decent positions beforehand, preferably unseen or failing that under the cover of fire support/suppressing fire from another element (fire team/Squad). You need to be able to get as close to the target as possible.

    Now as has been mentioned by Paine it's simply not practical nor desirable to all stack up nice and neat on some wall. There's just too many wildcard elements for that type of RL tactic to work, enemy spawning randomly, enemy just running about on their own etc.

    So the best approximation that serves a purpose gamewise to stage close by and have as many people as possible then move fluidly to the exterior of the target and almost immediately begin the assault. As this needs to be almost a continuous movement you need to have an idea of what you doing before the first man goes through the door.

    Once you've initiated the assault you need to keep going, man goes down, move past and do your job, keep clearing. It's situational but as an example I wouldn't have people taking up strong points/anchoring in the room/compound until you have at least 4 guns in the space. Then that anchor point can become useful, he can then maintain that breach to allow more people to get in.

    Up to that point the job of the first few shooters is shock and awe, keep moving, penetrate as far as possible, kill, push them back. You can't let up in this phase. Do not give them breathing space to take up covered defensive positions and lock down lanes on you. You don't want to be fighting entrenched positions, get shot from windows etc. You want to PRESS and keep them in the reactive phase. Any let up of pressure allows them to communicate and then coordinate a response more effectively. Your flowing movement means you aren't where your last audio sign is, which they will be reacting to. Keep moving and don't give them any time. Go to the last man, do not stop. If your element is at least trading with them then you as last man may well only have 1 target left. You are on the clock against respawns from an RP or FOB, revives etc, beat the clock, purge them.
    Last edited by Wicks; 09-03-2018, 07:58 PM.


    Comment


    • #62
      Something granular I would add about individual shooting techniques in CQB/breaching/compound clearing. A reload takes (I think about 2.5 seconds, maybe a touch more). In light of that I personally don't use full auto much, not saying I never flip the giggle switch (no absolutes) but I mostly stay on single shot. There's a few reasons.

      Number of targets/reloads

      If I'm on point I don't know how many targets I'm going to run into nor in what order. Maybe I get 2 or 3 singles then stumble on the mother load at a rally/HAB. If I've mag dumped at every target I see I run into a reload at a potentially fatal time. Single shot allows me to track my ammo consumption, forces me to focus on accuracy.

      Accuracy and the ability to switch targets rapidly

      Single shot is inherently more accurate, obviously. It doesn't take much to drop someone one, theoretically one shot to the noggin. That's a lot of people you can drop with one mag if you are having a really good day. Now in a real situation your accuracy isn't going to be 100% headshots, you're moving, they're moving, you're taking fire etc but it's somewhat about playing the odds and removing as many variables as possible. If I can have more accuracy, I want it.

      Recoil is an issue with full auto, a mechanical one. Plus time dialed in on that target. If you're blazing away at every target part of your control, your energy. is spent controlling that recoil. It only takes a couple of shots to drop someone, maybe 4 worst case if you get a couple of extremity hits. If you're unleashing lead filled hate for 8-10 rounds that's time and rounds wasted. Plus while you are fighting that recoil and waiting for the shot string to end you aren't tracking to the next target as efficiently as you can and your awareness isn't as good. I personally prefer to put a couple of shots on target and then use my control to track to the next. With practice you can shoot and switch pretty fast and I've always found it more effective to do that than just go full on Predator jungle devastation mode. I'm just dealing with less 'mechanical' problems that way, burning less ammo, giving off less audio and visual signature etc. I personally try to shoot a couple of fast rounds with enough recoil control to keyhole them and then let the gun reset as I am tracking to the next target, it will naturally centre itself if you are shooting fast singles.

      Friendlies and working in proximity

      Full auto can be a bit wild and somewhat obscure the shooters view to boot. People can go a bit heavy on the trigger sometimes when they don't see the effect on target they want immediately (game/animation/server lag/visual obscurity etc). That's usually ok if you are on point (setting aside the other issues). It can be a problem when you are working in close proximity with others.

      The Pro Full Auto counter argument

      There are arguments for full auto, definitely and certainly for those who can skilfully manage the bursts. In some situations you can definitely brute force an engagement by making certain you put out a lethal dose of lead. Platforms like the M4 on full auto using controlled bursts with skill full use, can dominate a close engagement. However it takes a fair bit of skill to actively reap the benefits of the overwhelming rate of fire whilst mitigating the downsides, which even a skill full shooter cannot completely eliminate. No matter how well you shoot, how on point you are, you are still burning ammo, wasting rounds. Bringing the reload forward to a time when you may not have time. You are still making a ton of visual and audio sig and losing accuracy per round etc.

      As ever with these things its entirely situational and definitely up to the shooter, but if you're finding you're hitting a wall performance wise when breaching, ie you're getting in there but getting stopped after x number of targets, maybe consider switching it up a bit, and as always, work with a buddy.


      Comment

      Connect

      Collapse

      TeamSpeak 3 Server

      Collapse

      Twitter Feed

      Collapse

      Working...
      X