Hey there Gamer pals.
Just thought I would Point out a simple but clear difference between Fast, Decisive Movement and Rushing.
When Making a plan and executing it many things are tantamount to success. One of them being proper movement. It's all too easy to let the 'perfect plan' go to crap by sitting in the wrong area too long.
You may often hear me calling on coms "move move move - PUSH IT THrough!."
And often I die in the lead of this, BUT! it's those coms and actions at the appropriate time that gets that strike team thru to the objective.
For example: De_Ignorance. Your the T's. You decide to plant A by moving the Left side thru the short tunnel.
You have your team set up just outside the tunnel enterance. The call for 'go' is given and teh team moves out. Once in tunnel moving towards A You stop because you see 2 enemy Ct's on the other side popping off a few M4A1 shots at you. You most likely stopped to pull off a few rounds yourself. The rest of the team does the same and now you have 4-8 men in a small area sitting around in a death tube waiting to get eradicated. EVERY second the team remains in that tunnel is one more second that Enemy ct's have to communicate your postition and bring more firepower to back them up, as If the odds weren't ALREADY against you.
Do not stop, there is such thing as tactical suppression fire, it works while running. please excersize this ability. Once that call for movement is given DO NOT STOP MOVING until you are through that potential death trap.
Now, to clarify the differences:
a 'rush' goes something like this:
During planning time , team memeber 'x' says 'Rush B' - The Problem with this is although You can effectivly get people to move fast to get to the objective, you can't be certain they will move together, or arrive together or even arrive at all. Pandemonium. There is a Very easy way to turn a rush into a practical, effective, precise, fast moving piece of action.
It's called a 'waypoint'. These beautifull little things are places that a team meets b4 executing any further action/s.
Without them, heres the 'bad' scenario:
Map: Dust_2
team: terrorists
Call: Rush A - Short
What Happens: 2 members of team spawned on the 'b' side therefor have a distance between them and the rest of the rushing team.
4 of the "A-siders' leap over the ramp wall , into the middle and charge down to the ramp, start firing thier rounds at the Double door as some sniper, effectivly covered by those doors, easily starts riddling them with scout fire. 2 "A-siders' move to the right of the car towards long A to come around on the raised walkway to short A effectivly making it thru to the bottom of the stairs at 'A'.
Hold that thought. Lets go to the 2 members of the team that were on the b-side of the spawn.
They burst off and jump over the ramp side as well, possibly 3-4 seconds behind the first 4 A-siders which have more than already notified teh Ct's that there is a whole slew of people in the middle waiting to get slaughtered, Thier presence in the middle helps nothing because there is only so many blind rounds u can fire at/thru a big door before a scout or an M4 Blows ones head off.
By now, most likely a remaining A-sider from teh first volley has already tried to peek thru double doors and gotten naded or decimated by a defensivly advantageous waiting CT.
Back to the 2 a-siders sitting in the bottom a' stairs. They are here wasting time. Waiting , and wondering wth the team is. Giving more time for the enemy to post camp and call comms out.
You most likely are going to fail to plant the bomb.
Lets see how easy it is, to turn that rush into an effective fast moving plan.
same scenario: different call:
Call - WHOLE TEAM - WAYPOINT LONG A Double doors, Our side. NO ACTION until 'I, ( name ) call out)
Very very simple. Now you haev gotten the team to one place , closer to the objective with no commotion. yay!
It was a simple call. People understood hopefully "go here, Do NOTHING"
Ok, so teams here - next part - get them to A via short stair route
CALL- Waypoint Short a stairs. Stick to the RIGHT, Do not go down ramp, DO NOT STOP. use suppressive fire on Double Doors while running if needed. Do we understand? ( repeat till team understands, Your in a safe area, the whole team is with you, take your time)
Execute that plan, you should have minimal deaths. Once at short A stairs
Final Call - ON MY SAY - "Name" flash A - "Name" Cover our Back at stairs - Team Move in after flash, take defenseive positions and hold them"
At least now, Most likely you have gotten most of your team into the objective site with minimal deaths, maximum ammo, and AS A TEAM. Obviously this is no guarentee toa win. If they have more men at that objective than you, Luck is with them, better accuracy, etc etc... They can still easily defend that site. BUT YOU GOT THERE PROPERLY.....
So easily done, but rarely used. USE IT. I hope now you can see the difference between a rush and a fast decisive movement.
( sorry for the long post) - faust
Just thought I would Point out a simple but clear difference between Fast, Decisive Movement and Rushing.
When Making a plan and executing it many things are tantamount to success. One of them being proper movement. It's all too easy to let the 'perfect plan' go to crap by sitting in the wrong area too long.
You may often hear me calling on coms "move move move - PUSH IT THrough!."
And often I die in the lead of this, BUT! it's those coms and actions at the appropriate time that gets that strike team thru to the objective.
For example: De_Ignorance. Your the T's. You decide to plant A by moving the Left side thru the short tunnel.
You have your team set up just outside the tunnel enterance. The call for 'go' is given and teh team moves out. Once in tunnel moving towards A You stop because you see 2 enemy Ct's on the other side popping off a few M4A1 shots at you. You most likely stopped to pull off a few rounds yourself. The rest of the team does the same and now you have 4-8 men in a small area sitting around in a death tube waiting to get eradicated. EVERY second the team remains in that tunnel is one more second that Enemy ct's have to communicate your postition and bring more firepower to back them up, as If the odds weren't ALREADY against you.
Do not stop, there is such thing as tactical suppression fire, it works while running. please excersize this ability. Once that call for movement is given DO NOT STOP MOVING until you are through that potential death trap.
Now, to clarify the differences:
a 'rush' goes something like this:
During planning time , team memeber 'x' says 'Rush B' - The Problem with this is although You can effectivly get people to move fast to get to the objective, you can't be certain they will move together, or arrive together or even arrive at all. Pandemonium. There is a Very easy way to turn a rush into a practical, effective, precise, fast moving piece of action.
It's called a 'waypoint'. These beautifull little things are places that a team meets b4 executing any further action/s.
Without them, heres the 'bad' scenario:
Map: Dust_2
team: terrorists
Call: Rush A - Short
What Happens: 2 members of team spawned on the 'b' side therefor have a distance between them and the rest of the rushing team.
4 of the "A-siders' leap over the ramp wall , into the middle and charge down to the ramp, start firing thier rounds at the Double door as some sniper, effectivly covered by those doors, easily starts riddling them with scout fire. 2 "A-siders' move to the right of the car towards long A to come around on the raised walkway to short A effectivly making it thru to the bottom of the stairs at 'A'.
Hold that thought. Lets go to the 2 members of the team that were on the b-side of the spawn.
They burst off and jump over the ramp side as well, possibly 3-4 seconds behind the first 4 A-siders which have more than already notified teh Ct's that there is a whole slew of people in the middle waiting to get slaughtered, Thier presence in the middle helps nothing because there is only so many blind rounds u can fire at/thru a big door before a scout or an M4 Blows ones head off.
By now, most likely a remaining A-sider from teh first volley has already tried to peek thru double doors and gotten naded or decimated by a defensivly advantageous waiting CT.
Back to the 2 a-siders sitting in the bottom a' stairs. They are here wasting time. Waiting , and wondering wth the team is. Giving more time for the enemy to post camp and call comms out.
You most likely are going to fail to plant the bomb.
Lets see how easy it is, to turn that rush into an effective fast moving plan.
same scenario: different call:
Call - WHOLE TEAM - WAYPOINT LONG A Double doors, Our side. NO ACTION until 'I, ( name ) call out)
Very very simple. Now you haev gotten the team to one place , closer to the objective with no commotion. yay!
It was a simple call. People understood hopefully "go here, Do NOTHING"
Ok, so teams here - next part - get them to A via short stair route
CALL- Waypoint Short a stairs. Stick to the RIGHT, Do not go down ramp, DO NOT STOP. use suppressive fire on Double Doors while running if needed. Do we understand? ( repeat till team understands, Your in a safe area, the whole team is with you, take your time)
Execute that plan, you should have minimal deaths. Once at short A stairs
Final Call - ON MY SAY - "Name" flash A - "Name" Cover our Back at stairs - Team Move in after flash, take defenseive positions and hold them"
At least now, Most likely you have gotten most of your team into the objective site with minimal deaths, maximum ammo, and AS A TEAM. Obviously this is no guarentee toa win. If they have more men at that objective than you, Luck is with them, better accuracy, etc etc... They can still easily defend that site. BUT YOU GOT THERE PROPERLY.....
So easily done, but rarely used. USE IT. I hope now you can see the difference between a rush and a fast decisive movement.
( sorry for the long post) - faust
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