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Forum Home > SWAT 4 Tactical Questions > Re-thinking Team Sizes
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#1
Re-thinking Team Sizes
Oct 06, 2011 9:03 AM
SAS_Vet_Random Veteran - Joined: Jul 15, 2011
Posts: 32
Not that we are going to make changes to our current SOPs, but at the same time, we should always take a few moments every now and then to consider alternatives to the standard 4 and 5 man teams.

Obviously, working in smaller teams presents many challenges. Since it's a game environment, we are more willing to accept those increased "risks" because we want to play the game! Four and five man teams give you greater flexibility and options, but what about teams of 6 or 7?

In general, 6 and 7 man teams comprised mostly of public players would be challenging to control for even the most skilled ELs. What if the team was all experienced players who had the ability to think dynamically and not require every move to be directed? In these situations, I think a strong case can be made for regular use of teams of 6 or more.

Think of the limitations of a 4/5 man team. You only truly have the manpower to make a single two-stage entry at a time. Handling non-compliant civilians or large numbers of civilians slows down team progress and surrendering your agression and causing excessive starting and stopping of your team. When you split the team, there is always at least one team with only two operators. Your tactical variety is rather limited since you have to plan enough redundancy for the potential loss of one or two team mates to ensure you have the kit necessary to complete the mission. It's often difficult to maintain corridor security while conducting dual assaults. Overwhelming large and/or complex room configurations stretches your manpower.

None of these limitations exist with larger teams. Often CQB texts say that teams smaller than 6 are to be avoided due to the inability to engage active threats while maintaining 360 degree cover in all situations. Of course we don't have to drag wounded teammates to safety or evac wounded civilians in game. We just leave them where they are, but I think you get my point here.

Teams of 6 or more allow for:
-multiple two-stage entries
-two teams of 3 or more are possible
-trailer teams can be assigned for securing contacts
-forward momentum is never lost since the forward members can press on
-better flow and fluidity of the assault
-loss of teammates is better absorbed with minimal impact to the mission since you are still large enough to continue
-greater variety of kit and flexibility in handling a situations with a greater number of options like cs and masks, armored teams for heavy resistance areas, trailer teams, dual assaults, more and varied tactical aid counts so you are not forced to make dry entries at the end of the mission or you aren't forced to save a tactical aid for a later area.
-larger and complex room set ups are easily overwhelmed and dominated without having to surrender then retake the hallways after dual assaults.

The next time you plan to gear up two 3-man teams of experienced players, try gearing up a 6-man team and put your strength in numbers to maximum use. You can even make use of both spawn points, then as soon as the mission starts, have one team "change teams" so you can surround and assault areas in ways you could not do otherwise. You can't have two ELs, but one EL can control the other group via camera view and in game voice or TS. You could even have a second in command with that splinter team until you meet up.

I hope this thread gets you to think more out-of-the-box. Enjoy!
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