Team assignments - [_Zero_] and [furrycat]
Many serious players of SWAT 3, respected by myself or otherwise, consider a rigid team structure as the key to a successful mission.
An example of this would be:
- Red One: Breach, mirror, entry
- Red Two: Cover Red One, gas, bang, secondary entry
- Blue One: Cover Red
- Blue Two: Cover Rear
Certainly, this clears up any arguments between assaulters and allows them to be ready to perform their tasks more quickly. It should be the way that all new players start off as it gives them less confusion in a standard CQB situation.
However, as soon as two members of the element are downed this structure becomes a confusion in itself. If a stand-in EL is not experienced it can become absolute mayhem. Assuming all of your players can handle a restructuring mid-game and still operate efficiently then there is no need for such a rigid structure in the first place
The beauty of this game is its unpredictability. All assaulters should be good enough to handle all types of tasks if called upon to do so, because the chances are that they will be. If everyone follows the orders given and communicates to their teammate and EL properly there's no need for a restrictive team structure. If, for example, Blue is compromised while Red is placing a C2, Red may have to stop and cover while an arrest is made. Red may of course now have two directions to cover. Is it really better to order the team to shuffle round so that it is in fact Blue that is watching the element's back?
Of course, no-one is suggesting that planning should be thrown out of the window. The example assignments given at the start of this article - that Red One takes point, Red Two deploys tactical aids etc - are probably the most widely used in online play. We have no argument with anyone who wishes to use such tactics. We simply disagree with those people who think that they are the be all and end all.
An element's point man should keep his weapon ready for as much as is possible. It is therefore a very good idea to require that tactical aids are deployed from a position of safety behind the point man, who needs an unobstructed view of potential threats. The problem comes with declaring that the point man absolutely will be Red One and that CS gas absolutely will be deployed by Red Two. A better solution is for the Element Leader to assess the situation and determine the best course of action based on his assessment. If Red Team are better placed to cover then let Blue stack on the entrance to the next area. Using this way of thinking we have discipline and flexibility. Discipline because the point man knows he should not, in most cases, respond to orders to deploy tactical aids. Flexibility because the EL can change things at his discretion without his men's tactical awareness disintegrating instantly.
To summarise, the EL's orders are in themsleves the team assignments and unless your element does not have a mind of its own and some degree of commonsense you will not need slavish adherence to a predefined structure. Word!
[furryclan] are committed to shaking up "standard" SWAT 3 tactics. Real SWAT elements don't stroll nonchalantly up to every doorway and mirror it. Not once the cat's out of the bag. When the action kicks off these guys move fast. So do we.
- A question of style - [GhostRider]
SWAT3 can be played in many different ways. Get on your Element Leader's side by knowing what he expects of you.
- The real world versus SWAT3 - [GhostRider]
SWAT3 is a simulation with various differences and similarities vis-à-vis the real world that you should be aware of.
- The role of the rearguard - rearguard.wmv
A short introduction to the role of the rearguard.
Positions and assignments
- Team assignments - [_Zero_], [furrycat]
An argument against a rigid team structure.
[GhostRider] talks about an alternative formation preferred by real-life SWAT elements.
- Principles of movement - [GhostRider]
How these formations work in practice.
- The Rolling Point - [GhostRider]
How the 10-man capabilities of SWAT3 v2.x make this formation feasible.
- Rearguard - [GhostRider]
How to be a good rearguard.
- Dynamic mode - [_Zero_]
Why "I'm going dynamic" is not the same as "I am a rambo."
- Two man room clearance - [furrycat]
The drill for a fast and furious room clearance.
- Dynamic entry - [GhostRider]
[GhostRider] elaborates on safe room entry and describes a team clearance.
- 30 suspect games - [furrycat]
These fun games test your tactic mettle more than you would think.