Chapter 7: Using Snipers
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Using snipers is fairly complicated in CQB. Snipers need to have a position that provides both cover and concealment. A sniper must be very stealthy. I'm not going to cover sniper tactics in this manual, if you need some good sniper tactics, go to this site:
www.snipercountry.com This manual will cover this use of snipers in a close quarters Battle.
A sniper's purpose in CQB is to cover the movement of the assault and recon teams and take out difficult targets that the OIC deems puts the Assault team in danger. TacRadios are required if you're going to snipe. A sniper must have excellent determination and concentration. The Sniper may be the most experienced and trained member of the team. Be prepared, being a sniper is hard.
A sniper in CQB is responsible for locating targets on the exterior of the building and for taking out threats to the assault team. The sniper needs to have a radio with direct contact to the OIC. He also must have a scope and in some cases Night Vision Goggles(NGVs) or an NVG scope on his rifle depending on if the Op takes place during day light or night.
If a sniper makes contact with a tango, he needs to report this to the OIC before he acts unless the Tango poses direct threat to the Sniper. When reporting the Tango to the OIC, the Sniper must have a location, approximate range, and difficulty rating of the shot. The OIC then decides whether the Sniper takes a shot or if the assault team deals with the threat. The only other time the Sniper has the option to shoot without OIC authorization is if the Assault team is in direct danger and there is no other option. A sniper is a last resort and serves for intelligence purposes more than anything else.
If you're going to use a sniper, he must be a crack shot. A sniper must practice shooting and become very accustomed to his weapon. I would recommend practicing firing from a number of positions because no one sniper position is the same as the next. You never know when you'll need to be prone or be in the sitting position. Once again, I would recommend the site
www.snipercountry.com Chapter 8: Conclusion
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Hopefully this manual has expanded your knowledge on CQB and will help your team to succeed. A lot of the information in this manual comes from real military tactics from units such as the Airborne Rangers, Navy SEALs, Marine Force Reconnaissance Companies, Army Delta, and the British Special Air Service (SAS). My team practices these tactics and so far we've had some great successes. Out of all the combat situations out there, CQB seems to be the most difficult. Hopefully this manual will make it less difficult and reduce the time it takes for you to develop your own SOPs and tactics. Good luck and Happy hunting.
Airsoft Building Assult Tactics Sadly due to the evil fun-spoiling spectre of health and safety many of the options that are open to armed forces today are not open to the average air soft player. These include but are not limited to: lock-busting shotgun shells, using a tank round to force a breach, using artillery to force a breach, using explosives to blow a hole in a wall, tear gas, flames throwers and other incendiary devices, air-mobile assaults, robots, dogs (a favourite of homeland security) and even monkeys. Even things like using ladders (think about it, it’s all fun and games until the fat guy in your team lands on you), buddy lifts and upper level entry may not be possible depending on the site.
Assaulting buildings is one of the most difficult and complex thing today’s armed forces have to deal with. They do not know exactly what situation they are going into and short of levelling it with air strikes, artillery or support weapons which is not always feasible depending on the ROE the defender pretty much always have the upper hand, though they lack the mobility of the attacking force. With speed being the key in assaults of this nature this will often mean multiple breaches, which exponentially increases the possibility of a Blue-on-Blue incident (friendly fire or fratricide). Now obviously things are not nearly as serious in a game but more than anything you will need team play and to know what the rest of your team is doing, trust them to do their job and ensure that you do yours.
Below are some dos and don’ts for assaulting buildings, many of them are common sense but bear repeating and perhaps the ones that are second nature to you may help someone else and vice versa. As ever this is not meant to be a comprehensive field manual style guide to urban combat just a few suggestions that will hopefully help your game:
Do's• Speed is the key, not just in terms of movement but in terms of observation. Defenders need to be located and dealt with rapidly using discriminating fire. Speed also limits your opponents chance to mount a significant counter attack.
• Both the assault and the support elements need to be aware that they are threatened from all 360 degrees in three dimensions and often from concealed and reinforced positions. More than on open ground or in wooded areas, urban combat allows your opponents to conceal and dig in.
• Choice of weapons is important. Shotguns are good (but check your field of fire for friendlies) as are pistols. Often in a house you will be fighting in close quarters and large weapons may prove unwieldy. There is a place for the SAW and that place is outside (see below).
• Rate of Fire is important. Yes spraying on full auto can be a good, though far from full-proof, way of clearing a room but be very, very aware of were the rest of your assault force is. It is better to use semi-automatic or short burst on targets you have identified. (I know there’s little chance of anyone listening to that peace of advice. In the real world however 5.56mm and 7.62mm will cut through most internal wars killing friendly forces as well as opposing forces in nearby rooms.)
• Always, always check your targets; make sure you know what your team and any allies look like and where they are likely to be during the assault.
• If however the first team is taken out then feel free to respond with overwhelming firepower, again checking your field of fire. If you have the opportunity then do not lose the momentum of the assault and breach again or, if not possible, then withdraw under fire.
• Attacking with multiple teams through multiple entrances is a good idea but you had better know what you and the other teams are doing because it increases the chances of a blue-on-blue incident exponentially. That means the plan has to be solid and each element of the assault has to stick to it as much as possible. Also you need to be familiar with how each member of your, and allied teams look to cut down on cases of violent mistaken identity.
• If possible recce the target and the surrounding area as thoroughly as possible.
• If you have the chance then make sure you know the layout of the room and the building you are a assaulting, discuss this with your team. Actually think about the layout and how it is going to affect your plans.
• During planning/briefing make sure that you know what you are doing and what the rest of your team is doing as well as any supporting allies or friendlies.
• If possible to do safely and within the rules of the game then assaulting from the top downwards is always preferable (though remember to adjust your supporting fire accordingly). Should you for some bizarre reason find yourself assaulting from the middle floors of a multi floor building then clear the top floors first and then work your way back down. In a situation like this always make sure you have people watching your back.
• If there is a fire escape then remember it will be heavily defended and probably booby-trapped (I would, wouldn’t you?). If you choose to use it you had better have very good coordination with your support team and (multiple) sniper cover would be useful.
• When approaching the target make sure you have support from sustained fire and if possible area effects weapons. The support team should engage with the defenders, keep their heads down enough for the assault team/s to close with the target. Obviously the support team should be very careful with its field of fire and this should have been planned before the assault.
• Support fire can also be used to isolate the target building from other nearby opposing forces.
• Just before the attack suppressing fire should be increased to mask the assault team/s approach.
• When they are close the fire should be concentrated on upper levels of the target building.
• When the assault team breaches supporting fire should switch to adjacent buildings with enemy forces in them to help isolate the target building.
• Smoke can also be useful in closing with the target building.
• If the game/site allows for vehicles then they can be used both as cover and to close with the target building.
• Tracers can be useful in highlighting any especially truculent defenders positions.
• Sniper/counter sniper cover is also very useful for more precision application of fire.
• Wherever possible use cover approaching a target building and if possible stealth. Other buildings may also provide cover when approaching the target; they can also supply firing position for the support team. Basically use covered approaches where you have the chance.
• Use a surprise attack were possible, remember largely all the advantages are with the defender, this is one of the few you can hope for. Bear in mind that any surprise achieved only lasts until the initial breach. (Of course grenades, lots of them, help with surprise.)
• Minimise the equipment you carry, only take the bear necessities (yes I know it all looks lovely and you look very commando with everything on but…). This is for two reasons. The first is stealth and the second you are going to need to move quickly, often in cramped quarters with other people, the less encumbered you are the better.
• Cross open areas as rapidly as possible.
• Ideally you should only attack when covering fire has suppressed defensive fire.
• Depending on numbers the support team should be assigned a specific areas to cover.
• Wherever you have the chance use grenades before entering a room. Ball Pea Grenades if there is little chance of hitting friendlies/hostages etc. Thermobarics or Flash Bangs (depending on site rules) if friendlies or hostages are an issue. Yes we do sell these, yes we would like you to buy them however remember most of the time defenders will be ready for an assault, using grenades and similar distraction devices is one of the few ways of buying yourself enough time to get in the room and take out the defenders. Always ensure there are no friendlies in the room before using grenades. It is also military doctrine of both British and American forces. Also it’s fun.
• Ahem…accepted military doctrine is to throw grenades vigorously into rooms to make it more difficult to grab and get rid of; also increasing it’s chances of defeating internal anti-grenade defences (sandbags, piles of debris etc.). I’m not saying you should do this just making you aware of military doctrine, I’ll leave the decision down to individual site rules, safety and your sense of fair play.
• Use the least likely/suspected (safe and within the rules of the game and site) mode of entry.
• The ideal squad size for clearing a room, dependent on the size of the room is four. I can be done with teams of 2-3 but shouldn’t really be tried on your own. More than that and you’ll just start to get in each other’s way and increase the chance of a Blue-on-Blue incident.
• If the room is too small for a four-man team then send less in with the remaining member of the team acting as support for them.
• Before entering the room each member of the team should have an area of responsibility (Americans call them PODs or Point of Domination but then they would). A tactic tried and tested in Mogadishu is to have the first man in move to the farthest corner from the door, the second and third move to the two near side corners and the fourth man just inside the doorway. (Remember this is a way of doing it, not the definitive way.)
• Wherever possible vary your assault plan so the opposition don’t become used to it or become able to counter a set pattern.
• Whilst in place before the breach it is best to communicate where possible via sign or touch to minimise the chance of giving away your position.
• Always, where possible, move along the walls; if you move through the centre of the room you obscure your teammates’ field of fire.
• Make sure your areas of responsibility cover the entire room and overlap. You all should be able to cover the majority of the room what you can’t cover one of you teammates should be able to.
• However you choose to enter the room the key is to quickly observe the enemy and bring accurate fire to bear on them. Also if you are moving quickly you present a more difficult target and won’t get in the way of the guy or girl behind you.
• If there is a door there ride it all the way to the wall or else it will just provide cover and concealment for your opponents.
• Be aware of booby-traps. Look for them in doors, windows, halls, stairs (which are evil) and furniture. Where possible use previously cleared routes.
• As soon as is practical (and adhering as much as possible the plan) have someone cover the stairs. They are choke points for attackers, excellent positions for defenders to fire down on the attackers and a good way for them to funnel the attackers. Also if the defenders know what they are doing there is a good chance they will be booby-trapped. Other than covering them they should be avoided whenever possible.
• Make sure as much as possible you stick to the plan. Yes things will go wrong, yes you will have to improvise but remember everyone else in the team is acting on the assumption that you will be doing what was decided on.
• Stagger teams when the first room is clear the next team is in with the first team providing security for them. When the second room is cleared then either the first team can move onto the third room with the second team providing security or, depending on the size of the force the third team can enter. Speed is the key but do not get in each other ways.
• Where possible and enthusiasm and time commitments allow train and drill with your team so this sort of thing becomes second nature and you know what your team-mates are going to do in any given situation.
• Once the building is taken don’t hang around congratulating yourself (you can do that in the pub later or during down time) immediately prepare to defend it against a counter attack. If need be and it’s that kind of game then now is the time to deal with wounded and/or prisoners (by shooting them, sorry too much caffeine).
• Your support team should either join you in defence of the recently taken building or switch to support another assault.
• Advise other allied or friendly forces of your situation.
Don’ts• Don’t use smoke inside the building. By all means use it to advance to the building but even with NVGs it is dangerous and will hinder you as much as the defenders.
• If using smoke to approach the target building try not to obscure your support element’s field of fire.
• If using grenades don’t go into the room until the grenade has detonated. Sound stupid? Watch Band of Brothers again. It’s easy to forget especially in the excitement of a breach. That said you want to be in immediately after the grenade has gone off.
• Before entry or whilst waiting for the squad before you to clear a room do not bunch up, try not to make yourselves targets, wait in as secure an area as possible, provide suppressing fire or security where appropriate as long as it does not interfere with your job or the support units. Basically make yourself part of the solution not the problem.
• When approaching the target building do not obscure your covering fields of fire.
• Avoid as much as possible throwing grenades upwards, either up stairs or through upper windows. If they bounce back on you and your team you tend to become unpopular quite quickly.
• Avoid standing by doors or windows and standing in halls and other open areas.
• Ideally booby-traps should just be avoided, warn everyone of their presence but few assault plans have leeway for the amount of time it takes to disable a booby-trap.
There is a lot to take in but if a few of these tips stick they will hopefully make your life a bit easier and you’re a game a bit more successful.
Airsoft Building Defence TacticsArguably not as much fun as assaulting buildings it’s important to know how to defend them against the inevitable assault, especially with the ever-increasing population of urban style airsoft sites.The good thing about defending buildings is that other than loss of mobility things are heavily weighted in your favour. You have the strong defensive position, the command of your surrounding area and you don’t have to run into a hail of enemy fire.
Buildings provide cover, concealment for troops, equipment and other positions of strategic importance; they limit fields of fire and observation and block the movement of troops and vehicles. In short they are a pain in the arse for attackers, the idea behind this article is to try and make them even more of a pain in the arse. Defenders who know what they are doing should be able to seriously hinder, block and inflict heavy losses on a much larger force. As ever this article is not a definitive guide on how to defend a building just some, hopefully, useful hints to help improve your game and make the other team’s lives that little bit more difficult.
Do’s• This is something I see done so rarely but it can be very effective. Surprise can be just as much an element of defence as attack. In real terms this means the once you’ve established your defensive positions, fortified as much as time, resources, safety and site/game rules allow, be quiet. Try to limit movement, try not to give away your position or silhouette yourself in a window etc. Even if the other team knows you’re there you can still gain an element of surprise and unnerve them by making the building seem still and/or deserted rather than a bustling hive of activity. It also means your team will present less of a target to their snipers, enemy team members on overwatch and other observant types.
• Try to choose a defensive position that is going to be as difficult as possible to assault and time consuming or somehow difficult to avoid. If the enemy can easily avoid it then it will make for a bit of a quiet game for you.
• The most obvious defensive position may not be the best one. Think laterally especially if the enemy does not know where you are, don’t make it easy for them by doing what they expect.
• As much as possible the defending force should familiarise themselves with the territory so they can see if anything is amiss or has changed. Make sure you know where all the approaches are, the positions of cover and obstacles etc.
• Defenders should take advantage of the abundant cover whilst trying to deny as much cover as possible to the opposing team.
• The terrain should also be used to restrict as much as possible the attacking forces, whilst denying them anymore cover. This can often be a balancing act and there will often be site and safety restrictions as to how much the terrain can be mucked around with. Ideally what you want is a way to funnel the opposing force into your fields of fire.
• Defensive positions should cover all approaches and potential areas of cover to the building. This should include overlapping fields of fire and whilst it is good for the team to have areas of responsibility they should be in a position to support each other.
• If you’re going to be fighting from a static position then have your munitions close and convenient to hand, time and lots of ammunition tend to play a key part in defending a building, having everything squared away on your rigging is less important.
• Grenades are your friends. Grenades can be thrown into recently taken rooms, sent to meet people coming up stairs, thrown out windows. Also breach teams tend bunch up together to the point where you’ve got to throw a grenade at them. Yes I know we sell grenades but this is also military doctrine and common sense. Pea ball grenades are the best but Thermobaric and Flash Bangs are also good but only if you follow them up with fire. If the grenades break them up and force them to scatter then make sure you have someone on hand to fire at them as they scramble for cover.
• Grenades are also the attackers friends, where possible try and take advantage of grenade barriers and also force them to throw upwards to increase the chance of catching them with a bounce-back.
• When initially occupying a building your primary aim should be to establish defensive positions that provide all round security using the available cover. If the time and site rules permit then you can think about improving that cover. However if you do choose to improve the cover make sure that at least some of your force (enough to do the job properly) is defending the building. You may want to rotate the personnel doing the reinforcing and those doing the defending depending on your sense of fair play.
• If mounting a hasty defence then getting your sustained fire and heavy or crew served weapons in place is also a priority.
• Ideally sustained fire weapons and the heavier weapons should be in the upper floors of a building where they have a better command of the terrain and more of a chance to fire into cover. They are among your strongest assets so make sure they well defended and supported.
• The upper floors of a building are the best for observation and tend to be the most difficult for the attackers to fight up to. However they also draw the most fire.
• Listen to your briefing. A particular building may be the attacking team’s objective but unless you have specifically been told otherwise that doesn’t mean you can’t use other buildings either to support the objective building, or even to act as a decoy and draw the enemy teams attention. Two buildings that have mutually supporting fields of fire are better than one and so on but make sure you have the personnel to do this. If using more than one building then it may be a good idea to make one of the buildings look as deserted as possible and wait until the attack is full flow before surprising the attackers through the medium of supporting fire. Again this is another benefit of using surprise whilst defending.
• If you have a bit more time then see about camouflaging your fighting positions. Of course this is especially useful for any snipers on your team.
• Make sure your fighting positions are away from the windows. Ideally they should be set back in the shadows of the room.
• Again site and safety permitting use any available furniture as cover and make use of the available incidental cover of windows, doors, behind walls etc. Also many sites also have built in loopholes between rooms. The military also use the peaks of roofs but this is rarely safe for game purposes. If in doubt check with the site.
• If time allows prepare your own fighting positions as best you can, make sure you have an alternate position and a supplementary one. Know where you are going if you have to fall back and make sure you have an escape route and a place to regroup. All team members should know where everyone else is and what their job is so they do not get in each other’s way.
• Even if the building you are defending is the game’s objective have an escape route and regroup area planned. You can always counter attack and few attackers will expect this if they think they have taken the objective.
• If the game allows vehicles then make sure you have a way to deal with them and any weapons capable of dealing with them are heavily supported. Vehicles are one of the best ways for attackers to close with your building. Also if you are able to then use obstacles to block vehicle approaches.
• Again time and site rules permitting if there is terrain that provides an attacking force with cover booby trap it. There are few things more satisfying than watching someone getting blown up for trying to take cover in what they thought was a safe(ish) place.
• Booby traps are also useful for warning of an enemies approach.
• Booby traps can be useful in the building itself but your team needs to keep their wits around them to avoid setting them off themselves.
• If you have pickets out to warn of an enemies approach make sure you’ve discussed their fall back and alternative fall back routes and make sure the other defenders know who they are and know to expect them. Radio contact is useful if the team can afford it, if not then passwords are good, especially at night.
• Where possible and again depending on site rules you should deny the enemy the use of unused doors. Halls, passages and stairways, where practical, should be blocked, though this should not compromise safety and remember the defenders will still need to move around the building.
• Stairs are your friend. They’re excellent choke points, you can throw grenades down them and you have an elevated firing position. If they trying throwing grenades at you then they have the added danger of bounce-back.
• Securing sheets or ponchos to upper floor windows provides an excellent ad-hoc anti grenade defence. However this will also stop pellets so it may not really be in the spirit of the game, however netting may work better for the airsoft environment allowing the pellets in but keeping grenades out.
• In the unlikely event that the enemy has access to the roof then make sure it is well covered. It is a lot easier to breach a building from the top down than it is to breach it from the bottom up. However be very heedful of safety if you are engaging in roof fighting.
• Where possible utilise snipers. If they have reasonable camouflage and observation skills (which they should have) they can be useful as pickets.
• Depending on how much time you want to spend on this it can be useful to have and rehearse a general plan for building defence for when your team has to mount a hasty defence. At the very least it’s useful to have responsibilities assigned.
Don’ts• Don’t be afraid to use the least popular member of the team as a decoy.
• Despite the superiority of the upper floors as fighting positions do not neglect the defence of the lower floors.
• Don’t shoot as soon as you see the opposing force. Ideally you should wait until as much of their force is vulnerable as possible whilst closing with your building and then fire. This is why surprise is still useful as a defensive tactic to lull the attacking forces into a false sense of security.
• Don’t lean out the window. You’ll get shot and you’ll look stupid doing it. If you can’t see them then wait or throw a grenade at them. Remember when you’re defending a building sooner or later they will come to you.
• Smoke Grenades are not your friends (see it’s not just about advertising). They are useful for the attackers to close on your building but just tend to cause confusion for defenders. If you see smoke and think that attackers may be using it to close with the building then if you can afford the ammunition use a reconnaissance by fire to dissuade them.
• If the game involves hostage rescue then don’t be afraid to booby trap them, use them as cover/human shields or cap them to deny the other team victory. (What?! I’m kidding!)