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Old 09-03-2009, 10:14 AM   #1
Herbiie

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Default Room/Building Clearance According To 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


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Old 09-03-2009, 10:20 AM   #2
Sidewinder Zulu

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Default Re: Room/Building Clearance According To Herbiie.

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.
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Old 09-03-2009, 10:24 AM   #3
Herbiie

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Default Re: Room/Building Clearance According To 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


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Old 09-03-2009, 10:41 AM   #4
Sidewinder Zulu

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Default Re: Room/Building Clearance According To Herbiie.

Quote:
Originally Posted by Herbiie View Post
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.

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.
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Old 09-03-2009, 02:48 PM   #5
Herbiie

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Default Re: Room/Building Clearance According To Herbiie.

Quote:
Originally Posted by Sidewinder Zulu View Post
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.

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.
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.


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Old 09-03-2009, 03:41 PM   #6
Tartantyco

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Default Re: Room/Building Clearance According To Herbiie.

.gifs for teh winz!

Make Norway OPFOR! NAO!

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Old 09-03-2009, 03:42 PM   #7
Herbiie

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Default Re: Room/Building Clearance According To Herbiie.

Except that that method of Room Clearance is seriously flawed.


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Old 09-03-2009, 03:54 PM   #8
arjan

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Default Re: Room/Building Clearance According To Herbiie.

i would just rush in, with full auto or burst mode ready.
or a knife xD

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Old 09-03-2009, 03:57 PM   #9
Herbiie

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Default Re: Room/Building Clearance According To Herbiie.

Quote:
Originally Posted by arjan View Post
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.


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Old 09-03-2009, 04:02 PM   #10
Tartantyco

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Default Re: Room/Building Clearance According To Herbiie.

Quote:
Originally Posted by Herbiie View Post
Except that that method of Room Clearance is seriously flawed.
-Except maybe it isn't...

Make Norway OPFOR! NAO!

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