Room/Building Clearance According To Herbiie.

Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Room/Building Clearance According To Herbiie.

Post by Herbiie »

Room/Building Clearance can be a bloody and brutal mission - clearing out villages and the like defended by enemy troops will cost many tickets. Also, clearing out a village to make sure it doesn't hold any dangerous secrets can be time consuming and demoralising. So I have come up with this simple guide to room clearance, based heavily upon the British Army's method of Room/Building Clearance, with added parts based on other sources, and my own personal adaptations to make the system work smoother in the world of Project Reality.

So without further ado, here is my guide to Room Clearance:

There are three levels of room clearance, all are fairly simple, once you get the hang of it.

There are three threat levels: Red, Amber, and Green (Original I know).

Green means that you have no reason to believe that there are enemies in that room, but wish to check it anyone to make sure.

Amber means that there are enemies in that room, but they do not know you are about to attack them.

Red means that you are in a heavy fire fight with them.

I shall start off with green, as it is the simplest.

Green Threat Level:
Green Threat Level requires a 2 Man team (allowing a squad to clear 3 buildings at once).
The first man will cross the doorway, checking as much as the room as he can while not actually going inside. He will then mentally decide which part of the room has enough unchecked room to have an enemy in. If this is for e.g., the right hand side, the first man will SAY clearly over VoiP "Left Clear!".

Then the Second man will actually enter the room, quickly checking the right hand side before turning into the nearest right hand corner, where he can cover all doorways and windows (usually the opposite corner) and will say "Right Clear! Room Clear". He will then explain the details of the room, as if he had just entered it, so the right side will be the first man's right side etc. for e.g. if there was a window on the right and door on the left, he would simply say "Window on the right! Door on the left!" clearly over VoiP. The First man will then enter the room and take up position in the closest corner on the side he cleared, and will (in this example) say "Re stack Left wall" so they go against the wall with the door in it, and start the process again. If this door leads outside, they will say "external."

This should all be done within 10-15 seconds. Once the whole building is clear the first man will say "Building Clear!". if there is more than one level, then they must clear the staircase, this is generally done by one man going to the bottom, and saying "Stairs clear!" then the second going up the stairs and saying "Left/Right Clear!" Like any other room.

No shots should be fired unless an enemy is seen.

If an enemy is seen, the soldier who saw the enemy should say "Left/Right Contact" as appropriate, while he's firing.


Amber Threat Level:
Amber Threat level is done in the exact same way, with the exception that you toss a grenade into the first room of the building, to help clear it out. The grenade should preferably be thrown through a window.

Red Threat Level:
Red Threat Level requires the Whole 6 man squad. There should be an FSG (Fire Support Group) Made up of the medic and the LMG, an AG (Assault Group) with Rifleman Specialist and Rifleman Iron Sights, and a CSG (Close Support Group) Made up of Officer Iron Sights and the final soldier (may have a special Kit).

For a start, the FSG will lay down covering fire onto all the windows of the building. Then the AG & CSG will move up on the flank, using smoke to disguise their movements. As the AG Approach the front of the building, they should say "Switch Fire Switch Fire!" causing the FSG to fire at the Upper Story Windows/The Roof, and will throw a grenade into the first room. They will then proceed to clear the building, throwing grenades into each room as they go, in the same way as Green Threat Level.

The only difference is with Casualties. In Amber and Green, the chances of taking casualties are low, and are therefore not considered in the system. However, the chances are high in the Red Threat Level, a system for quickly replacing casualties has been worked out. It is in this system, that the CSG comes into play.

If a man in the AG goes down, they will say "Right/Left Down!" and will be replaced by one of the members of the CSG (whoever is closest) as quickly as possible.


This, I believe, is a simple, yet effective method of clearing buildings quickly, safely, and quietly when appropriate).

I will be posting a link to a Photo Bucket Page where there will be pictures to help understand the tactics ;)
Sidewinder Zulu
Posts: 2429
Joined: 2009-07-28 03:30

Re: Room/Building Clearance According To Herbiie.

Post by Sidewinder Zulu »

I doubt you could get a squad to follow these methods so carefully, seeing as how only about half the people in PR actually follow military tactics.

Still though, nice guide.
I haave used the "Clear!" phrase several times while searching buildings, although sometimes I have to explaain what it means to people. ;)
Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: Room/Building Clearance According To Herbiie.

Post by Herbiie »

I was more meaning it to be advice for Clan people/Tournament (not PRT as they are far to organised) who do trainings and the like :)
Sidewinder Zulu
Posts: 2429
Joined: 2009-07-28 03:30

Re: Room/Building Clearance According To Herbiie.

Post by Sidewinder Zulu »

Herbiie wrote:I was more meaning it to be advice for Clan people/Tournament (not PRT as they are far to organised) who do trainings and the like :)
Oh, I see. That makes sense. I imagine information like this would be very useful in preparation for the tournament, although it also depends on the map, I guess.
This guide would be more useful on maps like Fallujah and Muttrah City than Kashan or Operation Barracuda. :neutral:

There are several areas where real-life military tactics can be applied to PR, like Sniping, Piloting, and the use of armor.
Room clearing is a very important tactic that is often overlooked, so I'm glad someone has finally posted a comprehensive guide to it. :smile:
Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: Room/Building Clearance According To Herbiie.

Post by Herbiie »

Sidewinder Zulu wrote:Oh, I see. That makes sense. I imagine information like this would be very useful in preparation for the tournament, although it also depends on the map, I guess.
This guide would be more useful on maps like Fallujah and Muttrah City than Kashan or Operation Barracuda. :neutral:

There are several areas where real-life military tactics can be applied to PR, like Sniping, Piloting, and the use of armor.
Room clearing is a very important tactic that is often overlooked, so I'm glad someone has finally posted a comprehensive guide to it. :smile:
It would help on Kashan Desert, North and South Village, the bunkers etc. I'd count all of them as room clearance, there's lots of small villages that need clearing out on many many maps.
Tartantyco
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Joined: 2006-10-21 14:11

Re: Room/Building Clearance According To Herbiie.

Post by Tartantyco »

.gifs for teh winz!
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Make Norway OPFOR! NAO!
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It's your hamster Richard. It's your hamster in the box and it's not breathing.
Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: Room/Building Clearance According To Herbiie.

Post by Herbiie »

Except that that method of Room Clearance is seriously flawed.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Room/Building Clearance According To Herbiie.

Post by arjan »

i would just rush in, with full auto or burst mode ready.
or a knife xD
Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: Room/Building Clearance According To Herbiie.

Post by Herbiie »

arjan wrote:i would just rush in, with full auto or burst mode ready.
or a knife xD
You rush in enemy shoots you. Congrats Behr ;)

Also you run in gun blazing enemy isn't there but are upstairs... and throw a grenade down.
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: Room/Building Clearance According To Herbiie.

Post by Tartantyco »

Herbiie wrote:Except that that method of Room Clearance is seriously flawed.
-Except maybe it isn't...
Make Norway OPFOR! NAO!
ImageImage
It's your hamster Richard. It's your hamster in the box and it's not breathing.
Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: Room/Building Clearance According To Herbiie.

Post by Herbiie »

Tartantyco wrote:-Except maybe it isn't...
Except it is.

For a simple Square room then maybe yes, for more complicated rooms, I think not.
Smash
Posts: 39
Joined: 2009-05-14 03:14

Re: Room/Building Clearance According To Herbiie.

Post by Smash »

Sidewinder Zulu wrote: This guide would be more useful on maps like Fallujah and Muttrah City than Kashan or Operation Barracuda. :neutral:
The beach fortifications, docks and airport on Barracuda all require clearing when the enemy is dug in.
Ingame: FiveAlpha
FireFighter
Posts: 1
Joined: 2009-09-29 11:52

Re: Room/Building Clearance According To Herbiie.

Post by FireFighter »

Nice! I'll give this a try when I've installed PR!
MHKilla
Posts: 12
Joined: 2009-07-01 23:06

Re: Room/Building Clearance According To Herbiie.

Post by MHKilla »

I think it is good. For clan peoples and stuff like that this could work i would use it and will. Just would not work on most public servers cause you dont see team work like this anywhere that i can find. Would be nice to see more servers working as teams as that is why this mod was made but you just will not see it. Makes me sad lol. But for a scrims and stuff sounds good to me bud.
SkaterCrush
Posts: 1173
Joined: 2009-04-13 19:07

Re: Room/Building Clearance According To Herbiie.

Post by SkaterCrush »

This mod shines in Tournament play really though, where everyone knows what they are doing and tactics can be used the their fullest extent
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PlatinumA1
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Joined: 2007-06-25 07:31

Re: Room/Building Clearance According To Herbiie.

Post by PlatinumA1 »

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credits go to CAS117

not all information is included...only the picture
JohnnyTheIED
Posts: 452
Joined: 2009-01-01 20:13

Re: Room/Building Clearance According To Herbiie.

Post by JohnnyTheIED »

lol sorry to pop your bubble but the only thing you're going to hear before entering my building is allahu akbar, followed by a copious blast. lol

Besides, I remember trapping buildings next to cache and waiting for that search & destroy squad... Still a good idea, many people lack those basic skills.
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woodzkiller
Posts: 108
Joined: 2009-06-30 06:29

Re: Room/Building Clearance According To Herbiie.

Post by woodzkiller »

good guide

btw, tactics aren't used in whole teams in most servers but the are used in most squads
Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Room/Building Clearance According To Herbiie.

Post by Pronck »

Thanks herbiie! I tested it with some friends, your tactics are very usefull.
deathstar
Posts: 17
Joined: 2010-01-27 14:08

Re: Room/Building Clearance According To Herbiie.

Post by deathstar »

We do it this way:

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Optionally, throw a grenade in first.
But usually don't if you're not sure there are enemies inside. The first two guys position themselves on both sides of the door. They move in simultaniously, each one covering his side. If someone spots stairs of some sort, he calls it out and covers it, while the other Squadmembers move up.
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