Académique Documents
Professionnel Documents
Culture Documents
Table of Contents
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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.
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
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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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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.
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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.
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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.
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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.
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.
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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.
C Sweep = 2 seconds
Countdown = 3 seconds
Communication involved = 3 seconds
Physically breaching = 2-3 seconds
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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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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.
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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.
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.
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