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The Reaper Field Bible


GTAmerc
32nd Reaper Division

Table of Contents
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Common Terms: page 3.


Introduction: page 4.
Section One: In-Game Strategy: page 5.

Communication: page 5.
Fire Team Structure: page 6.
Buddy Teams Introduction: page 7.
Buddy Team Types & Uses: page 8.
Movement Types: page 9.
Bounding: page 10.
Room Clearing: page 11.
Room Clearing Expanded: Page 12.

Section Two: Fire Team Formations: page 13.


Team Formation Logic: page 13.
Formation Number Designations: page 14.
Formation Favorites: page 15-17.
Section Three: Black Ops III Specifics: page 18.
COMING SOON

Common Terms
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Structural References
Division: This typically refers to the entire clan.
Company: This is a collection of about 6 or less Squads. A company
is directly lead by a Company Commander, and Company Lieutenant.
Squad: This is a unit within a Company. A Squad is led by a Squad
Leader, and Squad Sub-Leader, and will typically contain about 12
members maximum.
RSOT: This is the Reaper Special Operations Team. A collections of
the best players we have to offer.
Specialty Battalion: This is one of five total Battalions. Each Battalion
consists of volunteers who fulfill certain roles such as Training,
Recruiting, Logistics, Media, and Policing.
Fire Team: This is any team used currently for match making ingame. AKA party.
Buddy Team: This is a sub-section of the Fire Team. For example, 2
members can form a Buddy Team, within the larger 6 man Fire Team.
There can be 3 Buddy Teams in a standardly sized Fire Team.
(More information on structural elements of the clan can be found in
the Sections & Positions Manual)

Leadership Acronyms

SSL = Squad Sub Leader.


SL = Squad Leader.
FTL = Fire Team Leader.
BTL = Buddy Team Leader.
CL = Company Lieutenant.
CC = Company Commander.
NCO = Non-Commissioned Officer.
CO = Commissioned Officer.
DC = Division Commander.
RSOTL = Reaper Spec Ops Team Leader.
EM = Event Manager.
SBC = Specialty Battalion Commander.
(More information on special positions can be found in the Sections &
Positions Manual)

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Introduction
This is the 32nd Reaper Divisions Field Bible. If you dont read a single
other document that I create, make sure that you read this one. The Field
Bible is the oldest collection of experience, tactical testing, new theories,
established facts, and other clan related information that we have, and it is
about the closest thing to a sacred artifact that we possess. Even though the
Field Bible as an item that we have had is old, the contents have been
rewritten, updated, and modernized innumerable times.
The information that you will find within our Field Bible is mainly
focused on our in-game tactics, strategies, theories, experiences, formations,
and much more. It is the guide that helps the new Reaper understand how
we have played for years. Typically, anything you find in here works. Nothing
works perfectly, or 100% of the time, but if executed correctly, and applied
intelligently, these tactics will work.
Any information found in the Field Bible must be processed and tested
in-game numerous times before being accepted. Additionally, some
information will be added that is game specific, and each year this content
must be removed and updated for the newest Call of Duty title for example.
Basically, the Field Bible can always be trusted and relied upon. Every
single Reaper in the clan should know the Field Bible like the back of their
hand if they wish to keep up with their fellow Reapers in-game. So take your
time, and make sure you understand the concepts. If you have any
questions, contact me and I will clear it up for you. Many of these concepts
will also be covered in in-game training sessions.
Thanks for reading.
GTAmerc
Clan Founder & Co-Leader
32nd Reaper Division

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Section One: In-Game Strategy


Communication
Communication is the single most powerful tool and weapon that we
have in our arsenal both in-game, and out in our Facebook chat threads
where we keep our sub-sections alive. Communication is how we can go from
just 1 lone player, to 6. God forbid if were in a game where we can have
more teammates like Battlefield for example, then we can go from 1 Reaper,
to 32 Reapers. Communication allows us to call for support, it allows us to
save friendly lives, it allows us to keep our sections alive with the flow of
information between sub-sections, and much more.
In-game, there are two major forms of communication.

Personal Communication
Personal communication is when you call out to a nearby teammate with
information that may be relevant to them. For example: Im reloading, or
Im moving out, or I got you covered. These callouts let that teammate
know certain things, which allows him to either do certain things, or make
informed decisions on what to do next.

Fire Team Communication


Also known as general communication. These types of callouts are
directed toward your entire team. These callouts are typically made when
you spot an enemy, but they could be with any information that your team
may find useful. There is a distinct order in which we call out this information
listed here:
1. Call out the LOCATION first.
2. Call out the NUMBER OF ENEMIES second.
3. Call out the DIRECTION OF TRAVEL third.
This order gets out the most important information the quickest. We train
to use this order of callouts in case we are playing a game mode like Search
and Destroy where time is of the utmost importance since you only get one
life per round. The most important information to know is WHERE. This allows
your teammates to know where to attack, or where to avoid depending on
the situation. Next is HOW MANY. This tells your teammates whether or not
they could survive the encounter. If you call out 3 enemies, your teammates
know that they probably wont survive if they attack that area alone. Finally

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we have WHERE NEXT. This tells teammates where to set up in preparation,


or where to move away from, again depending on the situation.
In summary: We have two MAIN TYPES of communication. Personal, and
General. We also have an order of information to be called out. This will be
very helpful in-game

Fire Team Structure


Fire Team Structure is about your entire team, and how it will be
designed before heading into a match. Were going to assume that we have
a full party of 6 Reapers here in these examples. A Fire Team is very
versatile, and can consist of many different roles, Buddy Teams, Specialties,
and more.
Lets use Search & Destroy as an example of a gamemode that we are
about to enter. Our Fire Team for this match will consist of:

Six members total.


One Fire Team Leader.
Three Buddy Teams made of two Reapers each.
Each Buddy Team has a Buddy Team Leader. (Typically the Point Man)
Each Buddy Team will have a Point Man & Rear Guard.

By the time we enter into the game, each Fire Team member will have a
specific role assigned to him. For example, in many Search & Destroy
matches, Clan Co-Leader AZ-REDBEAR and I will run as a Buddy Team
together. He operates as our Buddy Team Leader and Point Man, while I
operate as the Buddy Teams Rear Guard, but also as the Fire Teams Leader.
This is a good example of how a member can hold a couple of different roles
or titles within the same match, at the same time. This means that I am
leading the Fire Team as a whole, but Bear is leading our Buddy Team around
the map. I can dictate where we need to go as Fire Team Leader, and Bear
can dictate the method used to get there as Buddy Team Leader.
Buddy Teams will be explained in more detail further down the Field
Bible. However the Fire Team is a diverse, and modular format, in which you
can change many different aspects. A strong Fire Team Leader will lay out the
Fire Teams format BEFORE loading into the matchmaking screen. This is to
make sure that all of the teams members know their roles and jobs before
loading up, and getting into the game.
The actual composition of the Fire Team can change depending on the
game mode, the skill of the team, the map, the member roles needed, and
more. Many factors can go into deciding what the Fire Team will load up with.
Another example, showing how simple Fire Teams can get, would be Team
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Deathmatch. During TDM, we typically only create one Buddy Team, and that
would be for Anti-Air Gunners. These two members of the Fire Team possess
what we call Fire Team roles or jobs, and they work together to take out
any enemy air based weapons, as well as any other enemy support that they
can possibly find. All members are encouraged to take out what they can,
but these two AA members are created specifically for the destruction of
enemy assets. More on this below in the Buddy Team sections.
In summary, the Fire Team refers to your entire available team. It has
its own command structure, set of member roles and subsections, different
uses and jobs, and much more. We will train on this in in-game training
sessions.

Buddy Teams Introduction


Buddy Teams are basically, a sub-section within a Fire Team. However,
they can be much more complicated than that, and as you will read in this
Field Bible, they can become almost a separate world of their own.
Reaper Buddy Teams possess their own communication types, referred
to on page 5 as personal communications. They also have their own
movement types, build types, specific uses, and much more. Theyre also
what we use to clear rooms or areas, and complete specific tasks and
objectives in-game. Arguably, Buddy Teams are one of the most important
things to fully understand in the Field Bible besides proper communication.
Buddy Teams have many facets to them. They come in all kinds of
shapes, sizes, specialties, uses, and so on. However your typical Buddy Team
will consist of only 2 people, one will be your Point Man & Buddy Team
Leader, while the second will be the Rear Guard. Each person in the Buddy
Team has a specific role.
NCOs, or Non-Commission Officers will typically take the Buddy Team
Leader roles in a Fire Team. Typically, the highest ranking member in the
party will become the Fire Team Leader. However this can be changed on a
case by case basis in-game.
Now, lets look into the Buddy Team types and uses on the next page.

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Buddy Team Types & Uses


Buddy Teams have many different types depending on the situation
that requires them. Lets jump right into our standard Buddy Team types &
their uses.

Assault type BT
Lightweight and fast.
Good for Slayer type players. Strong gun skill preferred.
Good reaction times needed.
Perk or Streak heavy classes.
Lighter weapons such as ARs or SMGs
Great in TDM, Dom as flag capturers, CTF Offense, SND Offense, Uplink
Offense, etc.
Good for clearing rooms, racking up kills, getting assault type
scorestreaks, kill based gamemodes, escorting objective carriers.

Defense type BT
Heavy and slow.
Good for OBJ style players or players with lesser skill.
Heavy, powerful weapons.
Support streaks.
Riot shields suggested.
Rocket Launchers suggested for anti-air purposes.
Generally support the rest of their team.
Great in CTF Defense, SND Defense, Uplink Defense, Dom as flag
defenders, etc.
Good at defending OBJs or designated positions. Point based game
modes. Anti-killstreak actions.

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Specialist type BT
Average speed.
Good for mixing lesser and greater skilled players. Good for sniper
teams, Riot Shield teams, Demo teams, etc.
Kit is dependent on task given.
Streaks can also vary widely.
Typically sub-grouped into Ground Pounders, Heavies, or Snipers.
Good at handling specific/special tasks such as distraction, precision,
or harassment. Also good at offering backup for other BTs.

Movement Types
This page can refer to movement types for anyone in the entire Fire
Team, but it is designed to be used together with a buddy in a Buddy Team
format.

Buddy Team Movement Types


High Speed, Low Security

Sprinting or running with the gun at your hip


Lowest personal security rating
Most visible
Slowest reaction time
More likely to miss targets/not check corners
Fastest movement type, to be used by Assault Type BTs when
necessary, or all BTs if absolutely necessary

Medium Speed, Medium Security

Crouch walking not ADS


Upright walking, ADS with Stock attachment
Offers more time to scan area for targets
Generally suggested for all BTs, especially GPs.
Absolute highest suggested speed for Heavies, Sniper BTs, &
Defense BTs

Low Speed, High Security


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This is crouched walking while ADS


Typical movement technique for this type is bounding
Player takes cover, covers front while his Buddy moves past and
takes cover
Players take turns keeping a lookout for enemies
Highest personal security movement type
Great for Sniper BTs, provides good security for all BTs,
recommended for Search and Destroy
(If this does not make sense in any way, feel free to contact me for
clarification.)

Bounding
Bounding is a specific movement system to be used with 1 or more
teammates. It is the safest method of movement that you can use through a
map. There are various ways you can use the bounding movement, but
basically, it is simply leapfrog. However, it is of course, a little more
complicated than that. Lets take a look:

2 man bounding
This is when a single Buddy Team made up of 2 people, bounds together.
It is accomplished when Buddy 1 moves into a forward, secure position and
lays down visual cover. Buddy 2 then moves forward, past Buddy 1 while
under his cover, and gets into a farther secure position. Once Buddy 2 is in
position and giving cover, Buddy 1 then leapfrogs past him under cover to
another forward position. This process is repeated until the Buddy Team is at
its destination.

3 man bounding
This is very similar to a 2 man bounding movement, however you have a
3 Buddy who simply watches the teams back as they move. He does not
participate in the bounding movement, rather he simply trails behind at a
close distance. It is possible to include the 3rd man in the bounding process,
however it becomes slightly more complicated, and can take a little more
time to cross the map. Additionally it requires slightly more movements
overall, and items for each person to remember. It is typically just simpler
and easier to run the 2 man bounding system while using the 3rd man as a
tail cover.
rd

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4 man bounding
Four man bounding can be rather fun, and is typically very secure when
done correctly. It can be done in a variety of ways, however the easiest
method is simply to treat it like the 2 man bounding method, except with
double the people. For example in the 2 man system, you only have 2 people
who form 1 Buddy Team together. In a 4 man system, you have 4 men who
form 2 Buddy Teams. If you imagine those Buddy Teams as just 1 man each,
you can easily move exactly the same as the 2 man system. In other words,
Buddy Team 1 would move up to a secure position and cover Buddy Team 2
while they move forward. Buddy Team 2 would get into position, and cover
Buddy Team 1. The process repeats until both Buddy Teams, or all 4
members, get to their destination.

5 and 6 man bounding


Five and six man bounding is somewhat rare. Typically if we are in a
Search and Destroy match for example, and we are moving as a full team,
we will use a 4 man bounding system of movement, while the last two act as
tail guards. One of the 4 men who are engaged in bounding will typically be
the bomb carriers. Five man bounding would be the same, only with one tail
cover.

Room Clearing
Room clearing is going to be a little difficult to explain via text like this.
It is a slightly complicated procedure, and both members of the breaching
team should only do this if they are well trained in the act.

Room Clearing Types


The first thing to know, is that there are several different types of room
clearing. They are:
Solo clearing (Clearing a room alone).
Buddy assisted clearing (Clearing a room with a buddy).
Heavy room clearing (Clearing the room with 3 or more
teammates).

Room Clearing Actions


These are the possible actions that should, or can be taken while room
clearing.
The C Sweep.
The X Breach.
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Flash & Breach.


Stun & Breach.
Bang & Breach.
The C Sweep is the shape of the movement you take around a door
frame as you try and peek into as much of the room as possible before
making an entry. This is done WITHOUT entering the room. You are merely
peeking inside, from the outside.
The X Breach is the direction of travel from a stacked position
outside the door, to the corners inside and opposite of you. For example, if
you are stacked on the RIGHT side of the door, you will move in and clear the
inside LEFT corner first. The opposite will be done for the other side of the
door.
The Flash, Stun, and Bang all refer to flash grenades, stun grenades, or
frag grenades thrown into the room before breaching.
So lets explain a scenario with the correct sequence of events.
1. Buddy Team Point Man identifies room to clear.
2. Point Man performs C Sweep recon around the door, reports what he
sees, and stacks up in a ready stance.
3. Rear Guard keeps watch behind Buddy Team during Point Mans C
Sweep. Upon his completion, Guard joins Point in a stack, opposite
the door frame.
4. Point Man calls the next action, and begins countdown to breach.
5. Both members perform X Breach and move into inside opposite
corners.

Room Clearing Expanded


On this page, we will go into more detail about what the above page
explained.

Room Clearing Types


The solo clearing can be dangerous, however it can also be done faster. It
is suggested that you perform a good C Sweep, and throw any equipment
available into the room to expose any possible threats. If you wish to remain
stealthy, a C Sweep and dry entrance will work.
The Buddy assisted clearing has been explained on page 11, so lets move
to a breach including 3 or more members. If you are playing a game mode
where kills matter, like TDM for example, then you increase the risk of
negative impact on your team by sending in more people. Plus the X Breach
is specifically designed to be completed by only 2 people. So any additional
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members nearby should act as rear security for the breaching team, or
backup if needed inside once the breaching members are in. For example, if
there is another room inside, or perhaps a second story. The breaching team
can move on to the next area, while the security team moves inside. If you
have 4 members, you could create 2 breaching teams and enter a building at
2 separate locations at the same time.

Room Clearing Actions


Im going to spend the rest of this page explaining the X Breach, and what
each member should do specifically during the breach. This segment is very
important to understand. Page 11 explains the movement of the members,
so this will explain the actions of the members.
Imagine being in-game now. Imagine being stacked up against a doorway,
opposite your buddy. You should be pointing just inside the door, toward the
inside and opposite corner, but not so much that the enemy can see your
gun. Once the countdown has been completed, it is time to move. The Point
Man moves FIRST. He will move to the inside opposite corner, clear it, and
then immediately begin sweeping the room (VISUALLY, NOT PHYSICALLY) all
the way to his buddys corner. By the time the Point Man reaches his corner,
he should have visually cleared the entire room. Only a second behind him,
should be the Rear Guard doing exactly the same thing. Clearing his inside
and opposite corner, moving toward it, and sweeping the room toward his
buddy.
It is very important to keep in mind the dangers involved. For example,
there could be trip mines, enemies waiting in the corner, enemies coming
behind you, etc. So this entire procedure must be done quickly. Within 10-12
seconds.

C Sweep = 2 seconds
Countdown = 3 seconds
Communication involved = 3 seconds
Physically breaching = 2-3 seconds

Section Two: Fire Team Formations


Team Formation Logic
This section will be about the Fire Team and its elements in-game, and
in combat. Many factors help the Fire Team Leader decide which formations
that the Fire Team is going to use. The reason that we use formations at all,
rather than simply letting people run free in-game, is because we are varied
players. We recruit people who may not be fantastic players in-game
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because we are willing to help teach them, train them, help them get better.
We also recruit players who are very good, and do not need so much help
with strategies. However our team formations take these differences into
account, and make it so that we all can fight together as a cohesive team. It
takes many different players, and brings us together on to the same level.
For example, if we have two players who are very good at simply
running around the map slaying enemies, we might use them as Capturethe-Flag Runners. These guys would be the members who go into the enemy
base and steal their flag. Meanwhile perhaps some members are not as good
at running and gunning, so we make them stationary and bring them to our
base to work together and guard the flag. What I just described is the 4-2
formation, and it is an excellent way to bring different players together, and
use their different strengths and weaknesses for the good of the team. The
runners get a lot of kills like they like, and the team gets flag captures for the
win. The defenders are put in a situation that benefits their playstyle more,
and the team has a secure base, so the runners do not have to worry about
our flag.
This is but one example, but I believe that it adequately shows the
importance behind our team formations. Other reasons we use formations
are that theyre simply more fun. Who doesnt love seeing a good plan put
together, and have it pull through flawlessly? Who doesnt enjoy winning as a
team, and sharing that victory with their friends?
Even if all the members on a team were the same skill level, a team
will ALWAYS perform better when working together, in an organized, well
trained, and disciplined fashion. Show me a single professional team in any
sporting event in the world that does not possess the above mentioned
traits. Organization, good training, and discipline in their craft. No one has
ever made it to the pros without learning those traits.
That is not to say that we fancy ourselves professionals, or that we
think we will become pros in gaming. It merely serves to explain why an
organized team will always beat an unorganized team of equal skill. We have
even beaten teams with really good players because they were not
organized, did not communicate, did not listen to each other, etc. To not
follow and possess these traits is a shame, and is simply not taking
advantage of the possibilities to secure wins for you and your team. To do
otherwise is to handicap yourself.
Next, I will cover the number designations, and give some examples of
formations we use.

Number Designations
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Number designations are typically how we refer to team formations.


The formation they represent can change depending on the context, so know
the logic behind them is important in order to know what we are talking
about in-game. The numbers ALWAYS represent players. And the numbers
GENERALLY represent map positions. For example, the first number will
typically be closest to spawn. If there is a second number, that will typically
be mid-map. The third number will be the farthest away from our original
spawn.
Here are some examples:
The CTF 4-2.
This means that we will have 4 defenders, and 2 runners.
The SND 4-2.
This however, could mean something else and will require further
explanation from your Fire Team Leader. It could mean 2 at A Bomb,
and 4 at B Bomb. It could mean 4 people escorting bomb, and 2 scouts
moving ahead.
The Domination 1-5.
This is an example of the general meaning where the 1 is a member
back at home flag, and the 5 is the rest of the team at middle flag. We
then hold both flags for a majority win.
The CTF 3-1-2.
This again refers to map positioning. 3 defenders, 1 middle map cutoff man, and 2 runners.
By now, you should have a decent idea as to what we mean if we call out
a certain formation in-game. A good Fire Team Leader will thoroughly explain
positioning and roles before heading into the game. But if youre still
confused, do not be afraid to ask for clarification.
One the next page, Im going to begin showing the various examples of
Fire Team formations for different game modes, as well as their code names.
This list will not contain every possible combination, but rather simply, the
formations we tend to use most often. We may not often refer to them by
their codenames, but they may be useful to remember.

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Formation Favorites
Here, we are going to list commonly used Fire Team formations and
which game modes they are used for. This list will not feature every possible
formation combination, nor will it feature every game mode, but you should
have a very good idea of how we do formations by the time you have
finished with this section.

Team Deathmatch
We only really use two formations in TDM.
Standard
This is where we simply run around the map playing our own
strategies, but we still use general team communication.
Alamo
This formation is where all 6 members of the Fire Team find an easily
defendable area, cover all points of entry, and hunker down. We use all
defensive equipment available as well.

Capture the Flag


There are many different formations possible for CTF, but Ill only list the
most popular here.
Standard
This formations number designation is 4-2. This is where 4
Defenders cover the base flag, providing a safe base. Runners can
reload, get together, call in killstreaks, and more in the safe area. Plus
a strong defense can provide overall map control and can fluster the
enemy when they cannot break into your defenses. Typically we find
that 2 Runners are more than enough to capture the necessary flags.
Cut-Off
The Cut-Off formations number designation is 2-2-2. This spreads
friendly members across the map. The 2 Middle Men provide the
Runners with cover fire as they run past further out in the field. This is
a good formation for large, or long maps where Runners might struggle
with getting the flag all the way back. Plus the Middle Men can give the
2 Defenders advance warning of incoming enemies.
Alamo
In the Alamo formation we hunker down until finished. This formations
number designation and therefore, exact player placement can vary,
but they are typically 6-0, 4-2-0, or 5-0-1. In all three cases, the
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focus switches to a very strong defense. However a member may be


pushed forward as a form of distraction to make the enemy think were
still pushing them. This typically causes them to leave a few enemies
at their base, which makes it easier on our defense. There are many
more CTF formations, but these are our most commonly used.

Search and Destroy


Search and Destroy can also feature many different Fire Team formations.
Indeed, this mode very well may have the highest number of possibilities.

Search and Destroy Offense


Standard
The Standard formation for SND Offense is very simple, as it consists of
the entire team pushing to one objective together. This will be called out
as a full team push to (___). This particular formation has no number
designation. It is used against generally disorganized enemy teams who
are typically just randoms. However, if all members are paying attention
and covering their fire sectors correctly, this formation can also be used
against organized teams perfectly fine.

Escort
This formations designation is 1-3-2. This formation is typically
against an enemy team that is organized. It consists of, in order, 1 Rear
Guard, 3 Escorts, and 2 Scouts. The Rear Guard keeps an eye on the back
of the Fire Team while they push forward at a low movement speed. The 2
Scouts will typically be a fair distance up ahead looking to see if the
planned bomb site is suitable. The 3 Escorts then work to protect, and
deliver the bomb to the destination. The Fire Team Leader should typically
be one of the Escorts.
This formation is meant to be fluid, and is not designed to break into
heavily defended areas. If the Scouts report heavy enemy presence (4 or
more defenders), then the Escorts & Rear Guard may split off to the other
bomb site while the Scouts engage and distract the bulk of the team
carefully.

Spearhead
This formations designation is 4 digits at 1-1-2-2. Going from left to
right: The first 1 is a Rear Guard. The second 1 is typically the Flank Guard
and the Fire Team Leader. The 2 are Slayers. The final 2 are the Shields
who draw fire and make enemy callouts. The Slayers then come and clean

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up those callouts, while the Flank Guard keeps things moving while
watching for enemy Flankers. The Rear Guard is trailing at a distance
watching the back of the entire Fire Team. In closer quarters, both Guards
may need to help engage forward enemies with the Slayers.
This formation is designed to break into heavily defended areas. It is an
all or nothing sort of formation, and is useful against organized and
disorganized enemy teams alike, however it should only be used
sparingly. And never back-to-back.

Search and Destroy Defense


Standard
The Standard SND Defense formation is an even bomb site coverage of
3-3. This is pretty simple, but it requires strong defense and good
teamwork at either bombsite. If one bomb site gets heavily pushed from the
enemy team, the 3 defenders at the other bomb site will switch over to
assist.

Full Push
The Full Push does not have a number designation, because it simply
consists of all Fire Team members pushing together through one bomb site,
all the way to the enemy base. This will be accomplished as quickly as
possible. If the enemy is not encountered, we begin coming behind them
toward the other bomb site. This works rather well against an organized
team pushing together toward one bomb site. The trouble comes in when
both teams push fully onto the same bomb site. At that point it becomes a
large firefight and a play for picks. This is a high risk/high reward movement.

Conclusion of Section Two


This concludes the articles describing our most used Fire Team formations
in our favorite game modes. Of course we have many more formations and
strategies for these modes, and almost every mode in the game, however
these can be added into the Field Bible over time, and can be easily
explained in-game during the meantime.
Reapers who will typically assume the Fire Team Leader role in-game such
as NCOs or above, will receive leadership training that includes tactical
based, in-game leading. Because of this, those Reapers will typically know
how to formulate the correct strategy based on the need at that time.

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Therefore it is not necessary to list every single formation possible. Though


again, I will try and include as many as possible during my spare time.
This concludes Section Two. On the next page you will find Section Three,
which features in-game strategy specific to Call of Duty: Black Ops III.

Section Three: Black Ops III Specifics


In this section, you will find in-game Reaper strategies for Call of Duty:
Black Ops III. This will include specific equipment references and our uses for
them in various settings, specific map-per-map breakdowns of formations
and teammate locations, Buddy Team & Fire Team builds containing Black
Ops III specific equipment, weapons, killstreaks, and the uses for these
builds. All of this and more will be featured here once the game has released,
and has been out long enough to develop and test this information.
Until that time, you have reached the end of the current Reaper Field
Bible. Thank you for reading. Hopefully you can take this information ingame, and achieve a new level of organization and teamwork with your
fellow Reapers.
If you believe that you may have some interesting tactics, do not
hesitate to contact me via Facebook and tell me about them. Contact me
also if I have any typos, or other errors in this writing. Or if you do not fully
understand a concept written here, let me know so that I can clear it up.
Thanks again guys. Happy gaming.
GTAmerc
Clan Founder & Co-Leader
32nd Reaper Division

GTAmerc, 10/8/2015.

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GTAmerc, 10/8/2015.

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