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Perfect CQB Team


newbkiller

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What i don't understand about room clearing is what you're meant to do when actually inside the room. It sounds dumb, but when you watch videos of the real guys, they know which arc/sector to cover, where to move to etc. I sort of bimble in and hope for the best.

 

What should be done?

 

So you chuck in the pyro, move on the bang, move out of the doorway as fast as possible.... but whats the order of events then? Does the first guy aim for the nearest corners, middle of the room or what? I don't suppose anyone has any diagrams to show movement etc on them please?

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My perfect team would be...

 

4 man squad including: Shotgun on point, 2 SMG's, and support on back.  The shotgun breaches the door and enters the room, along with at least 1 SMG.  The support gunner and, if the situation applies, the 3rd SMG stay out of the room.  Keeps crossfire down and also allows the SMG and support to watch the door.  Once the shooting starts, enemies will rally.

 

Many US Marines have been killed because the entered their own breach, that is a no no, even in airsoft. Unless you want to commit suicide and kill your teamates too.

 

What i don't understand about room clearing is what you're meant to do when actually inside the room. It sounds dumb, but when you watch videos of the real guys, they know which arc/sector to cover, where to move to etc. I sort of bimble in and hope for the best.

 

What should be done?

 

So you chuck in the pyro, move on the bang, move out of the doorway as fast as possible.... but whats the order of events then? Does the first guy aim for the nearest corners, middle of the room or what? I don't suppose anyone has any diagrams to show movement etc on them please?

 

You are in luck my British friend. I am going to be doing a guide complete with diagrams and techniques very soon. Here are the basics for the time being. 5 person team, four clearers, one breacher/support. I am going to diverg into weapons for a moment while I am on the topic of team setup. Each team member should have a primary and secondary weapon. M16 or smaller for a primary, secondary should be a GBB of sorts, a shotgun is optional and allows for team member changing. I like MP5's.

 

Basic room clearing technique: 1 man enters through the breacher/support gunner's breach (he shall know be known as the 5 man instead of that lengthy title) and proceedes to engage targets on the side of the room that is the "strongest", with the most enemies. He stays on the wall and proceeds to the other end of the room, following the wall. 2 man does the same on the opposite wall. 3 and 4 men come in and engage targets on their respective sides of the room, and can either stay near the doors or proceed to the corners of the room, dependent on the situation. 5 man covers the hallway and prepared to come in if necessary, he shouldn't have to come in the room until it has been secured though. Again, this is VERY basic.

 

Cheers,

Daniel

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What i don't understand about room clearing is what you're meant to do when actually inside the room. It sounds dumb, but when you watch videos of the real guys, they know which arc/sector to cover, where to move to etc. I sort of bimble in and hope for the best.

 

What should be done?

 

So you chuck in the pyro, move on the bang, move out of the doorway as fast as possible.... but whats the order of events then? Does the first guy aim for the nearest corners, middle of the room or what? I don't suppose anyone has any diagrams to show movement etc on them please?

 

i myself and a few others in my team and friends have taken a few courses taught by both serving and ex guys in the military and the close protection industry.

 

in answer to LJs question by what they themselves who have used and passed on to us would be:

 

the team of about 4 or 5 stack up beside the wall closest to the door that needs breaching

 

the number 3 man move to a position to open the door (this then expands the topic of entrys but ill keep it simple now)

 

number 1 man ALWAYS has his gun pointed towards the door of the room he is entering with his weapon up and ready whilst the number 4 man covers across the doorway infront of them.

 

Number 1 man calls for a flashbang (if available) which is in the hands of the number 2 man.

 

Number 2 man pulls out his flash primed and ready to go and taps Number 1s shoulder to make ready

 

Number 1 nods to number 3 and he opens the door.

 

Number 2 throws in the flash and number 1 and 2 make entry ONLY when the flash has gone off.

 

Number 1s entry into the room is only 1 step (maybe a lil more than a meter) into the room then 1 step (as above) either left or right depending on the rooms size and shape. there fire arc is more of a sweep as moving left or right also changes when the first sign of threat is engaged

 

AS number 2s up close with number 1 whichever way number 1 makes entry number 2 automatically "rolls" the other way (this does take practise" and does the 1 step in and 1 step THE OTHER way of the Number 1 man

 

REMEMBER NEVER COMMIT YOURSELF INTO A ROOM TO MUCH AS THATS WHEN THINGS GO WRONG

 

number 3 man steps into the DOORWAY (yes doorway the fatal funnel for some) keeping the door OPEN with his/her boot and supports covering as much as they can see infront of them.

 

ALSO! who ever enters the room the direction the door enters if everything in front is clear they should ALWAYS check behind the open door. (diagrams would be easyer but i hope u understand)

 

if encounted with a large room or a room with alot of furniture or types of cover Number 1 man calls for a search and number 2 man moves around the room close to the wall they were nearest to checking whatever needs to be checked.

 

when the search or room is clear ONLY number 1 man calls the room clear and number 4 if available 5 move across the hallway to another door making ready for another entry with 1,2 and 3 joining the back to start all over.

 

i hope this isn't so confusing to everyone but its far to late for diagrams and speech :P but if you dont understand let me know and i can explain further.

 

the fatal funnel is only fatal if not covered. this was a entry tactic giving to us as explained about serving and ex guys about what they have used themselves. the factor of added rooms and large areas are more chapters to explain but this is a simple entry technique we have been taught.

 

anything else please let me know

 

D

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The primary problem with airsoft is that you can't really use proper military FIBUA tactics.

 

- You can't enter from the highest level and fight down (well at most open days anyway :D)

- Only allowed to use doors/windows for entry rather than making your own entrance, so these entrances are almost always covered.

- Using grenades in airsoft relies on a degree of honesty from both parties whereas in real FIBUA throwing a grenade in a room will normally incapacitate/badly injure all the occupents.

- Not allowed to use REAL flashbangs in airsoft, try fighting back when your temporarily blind and deaf mwaahahha, after using the real deal its a bit of a step down to use a Mk.5!

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i agree, plus people cover all enterances in airsoft cqb, so building clearance is near suicide... in reality, you can catch people unawares... tho sometimes looking round a corridor corner from prone suprises any enemy who may be expecting head hight...

and even at events where mk5s count for stun... the *fruitcage*ers still shoot back...

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Lance Jackass,

This link may prove useful - it has text, drawings and diagrams.

 

Urban Combat Skills

 

 

You're probably going to be interested in the section TECHNIQUES FOR ENTERING BUILDINGS AND CLEARING ROOMS which has diagrams for 4,3,2 man room entry, but this site also has decent info on moving through a built-up area, pie-ing a corner etc.

 

The grappling hook may be a bit over the top for Airsoft. :)

 

Hope it's of some help.

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Hey, that's the forum for my area!  That's not really a great room clearing guide and is pretty old, but gives you the general idea.

 

Cheers,

Daniel

 

As you say old but the general idea. It reminded me of an old (early 90s?) USA Infantryman Guide I saw once, but I think this has a bit more info. Has to be adapted for Airsoft of course :D , but I think it is useful for anyone starting to explore what can be done within Airsoft CQB.

 

I'm sure a specialised Airsoft CQB guide from the more experienced players would be welcome.

 

edited to change the era from 1900s to 1990s. My fingers just want to make me look stupid.

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An Airsofters Guide to Room Entry

 

Gather Team Mates (LOTS)

 

Silently count down

 

All run in screaming and shouting shooting everyting that moves

 

Once hit (yes most of you will be) keep your hands up and move out once room has been taken.

 

the entry team MUST out number the enemy (by like 20 to 1 :P) in the room or you will fail period lol

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An Airsofters Guide to Room Entry

 

Gather Team Mates (LOTS)

 

Silently count down

 

All run in screaming and shouting shooting everyting that moves

 

Once hit (yes most of you will be) keep your hands up and move out once room has been taken.

 

the entry team MUST out number the enemy (by like 20 to 1 :P) in the room or you will fail period lol

i r confused, is this a joke?

because id love to see a compromise of this at lfu, as in noobies not all sit outside the room drawing straws of who has to go in... we get major stalling which gets us all killed... the fewer people clearing, faster, silenter, more skilled does the job, and keep moving so fast the enemy cant get thier pants up and head to where your attacking.... 'suprise buttsecsh' as a wise man calls it...

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how do you mean?

 

could you elabourate please

 

After watching the trailer again there was no term "ceiling"

 

unless you mean the CQB training one where under training conditions we had 3 targets to engage one in the corner one behind the door and one in the ceiling thus us shouting

 

CORNER

 

DOOR

 

CEILING

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As far as teams go, probably 5 people, with 2x short barreled rifles, 1x shotgun, 2x pistols.

 

Tatics:

 

Remember to 'cut the pie' instead of peaking your head around a corner, take the corner as wide as possible so you have a clear shot at the opponent, and they do not have a clean shot at your head.

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<snip> at lfu, as in noobies not all sit outside the room drawing straws of who has to go in... we get major stalling which gets us all killed... <snip>

So true and so annoying clearing the bottom floor of the command when the enemy is dug in tighter than a tight thing when you have 6-7 noobs outside who flat out refuse to follow you in is annoying.

Hence the reason I'm always asking if I can shoot the noobs on our team to get them out of my way

 

<snip>the fewer people clearing, faster, silenter, more skilled does the job,<snip>

True again, I swear noobs just dont know how to shut the *fruitcage* up or not fire untill you see someone.

Me: Be quiet when you go in cos theres someone inside

n00b: Ok

Me: *enters quietly and waves the n00b in pointing in the direction of the enemy*

n00b: runs in shouts his mates and fires in the general direction of the enemys cover

Me: Can I shoot 'im in the head please sarge?

Sarge: No you cant you trigger happy ######.

 

ok so the last bit might not have been said but I think it all the time.

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- Not allowed to use REAL flashbangs in airsoft, try fighting back when your temporarily blind and deaf mwaahahha, after using the real deal its a bit of a step down to use a Mk.5!

Thats not necessarily true, I went to a CQB day that SWAT ran once in a building on a local Industrial estate.

 

Few mrk 5s in quick succession left the ears ringin and me half deaf for ours and the old vision inpaired.

 

Although the vision may be down to the smoke and the paintball mask...really hate wearing them as they allways fog up on me no matter what!

 

Im guessing the few guys who have said to have a shotgunner on the team mean a shotgun that fires a number of bbs at once (like a real shotgun would work) instead of the types that fire one at a time.

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