If the little alcoves in the sides of halls were instead on top of a building, you would call them ramparts, or perhaps battlements.  They are the defining structure of a castle.   They would allow a soldier protection from incoming attack while still letting them duck out to take shots at the enemy.

 

This is called the Rampart Technique.  It requires teams of two to wall themselves into the alcoves that line the base walls.  This is especially useful at the back door where this method will be applied at the STAIRS BOTTOM.  The men will shoot 5 round bursts from the 4 positions until time to reload, when the man behind them will switch position and take up the fighting.  The solder will assume a support role (green S) and as he makes his way to his position its at that time that he will RELOAD.  Then he will heal up the other soldiers health and his own, and likewise armor.  Once he is done he will bring his weapon back out and wait for the switch.  The switch takes place as the point man (though behind) finishes his final 5 round burst, as he does this he moves forward and then turns into the alcove.  He will call out the word switch when he does this to tell his partner its time to step up

 

The reason for the firing man to actually be behind the support man is due to blowback incurred from lasher fire in early tests.  The current method is safer.  Also the support man will not crouch, the breach man, once in position, can fall to a crouch.

 

 

 

 

Friendly and enemy doors are sticking points in your travel line.  They need to be hacked by our men OR by the enemy to be opened.  This is for ALL doors, back doors/front doors/ inside doors

 

When you need to move through friendly doors, the person opening the door will crouch to the RIGHT and wait for the go of the cover team to open them.  You NEVER open doors in real life standing in front of them because bullets often travel through doors.  Here in PS we don't have that problem but if your standing in the middle, framed nicely by the door you make a picture perfect target.  Stay low, on the opening panel side while at least two friendly soldiers aim the door (one aims waist and above/ one below, the one on the RIGHT will always aim high).  Once door opens and there seems to be no activity, the cover soldiers will call out clear (V+W+X voice macro) and the two breach soldiers will approach the door and move into the hallway, at that point THOSE two soldiers become the point men for the hall squad.  They will be followed by the two that are already aiming at the door, then the rest of the squad will fall in behind them.

 

The ONLY difference between moving through a friendly or enemy door is the person opening the door is using an REK or not. Other than that the method is identical.  Door breaching can be relaxed if the SL deems the base safe.

 

Target door

Right = aim high / Left = aim low

 

Breach Team (B) enters after door is opened when Cover Team (C) calls clear

 

only after securing hall the others

will  follow

Target door

Right = aim high / Left = aim low

 

Breach Team (B) enters after door is opened when Cover Team (C) calls clear

 

only after securing hall the others

will  follow

There are several ways to clear rooms.  Many can be found at Planetside Tactics along with a ton of other information.  The method we will use is the dominate position of corners and walls in rooms.  This is to say, we will seldom travel down the center of rooms, but rather hug the walls, and stay in the corners.  Corners are 'points of domination' in rooms.  You have maximum visibility from them and your backs covered by the wall itselfIn very large rooms the SL may deem it necessary that the team stick together closer and then you will all follow the point mans route around the room.  All rooms are different so these positions are very fluid and not fixed, these are merely examples because of the different items, and room sizes you will come across.

 

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Appendix A

Base assault maps

Appendix B

Gen assault maps

 

Appendix C

Tower assault maps

 

Appendix D

Backdoor Maps

 

Appendix E

Base Names Origins

 

Appendix F

Military Quotes

 

Appendix G

Web Links

 

Appendix H

Fiction

 

Appendix I

WNx Information

 

Appendix J

Credits

 

Introduction

Communication

S O P

Movement

Requirements

Foot Travel

Indoors

Foot Travel

Outdoors

Troop Transport

Armor Support

for Infantry

Air Formations

Fast Air

Transport

Foot Travel

Indoors

Movement

ShadowS

The Squad

Putting it

All Together