Fighting In Built Up Areas
By Aaron “Ghost” Grubin - OSOK #10
is a dangerous and expensive endeavor for anyone attacking a fortified location.
Defenders always have the advantage and they are the ones who are familiar with
the layout of the ground. Battles in cities and towns have been focal points of
campaigns and wars. The French town of Bastogne was held by the US Army against
overwhelming numbers until relieved. Stalingrad was regarded as the turning
point of WWII where snipers played a large part. House to house fighting had
always been hard and costly in men and material. Now that that’s out of the
way, let’s have some fun.
Defending a building is one of the
easier jobs you could be tasked with in a game. In a building, it is almost
impossible to get flanked and surprised. Entry points can be observed, covered
and booby trapped turning any building or shack into a paint grinder for both
Windows- Don’t crowd the
windows and, stay in the shadows. Staying in the shadows will make it harder to
spot you. Can’t hit what you can’t see. Stay low, don’t pop out from the
same place twice. Don’t silhouette yourself by standing out in the open. Watch
for light coming in from the other side of the room. Light means holes and holes
mean you can be hit.
Doors- Stay back from doors and
stay down. Grenades and automatic fire tends to go in doors before the
opposition. People tend to enter and assault from the doors.
Rooms- have a way out. Most
fields don’t let you go at their buildings with chain saws so look for pre cut
spider holes from one room to the other, through the floor, or keep the
dive-out-the-window option open. The eye is attracted to corners of rooms so
stick to the side of the room away from the corner if no cover is available.
Don’t be afraid to fall back into another room. It resets the situation
making the opposition have to enter another room blind burning up his paint. If
you have to leave the building go out the window and come back in be a pain in
the butt all over again.
Practice and Tips:
Learn to shoot from the opposite side. If you shoot from the right,
practice shooting from the left. This increases your options for making accurate
shots when shooting from the right side of a door, corner, or wall.
The average shooter shoots from the “right shoulder”. Try to arrange
it so that you fire on them from their right side. It will take them a little
longer to line up on you from the right than to the left of him. If you are to
his/her left, then all they have to do is turn their head and shoulders. If you
are to their right, they have to turn their entire body to shot accurately at
When people enter a room or building, people tend to turn immediately to
the right. Good spot for an ambush or a booby trap.
When walking into a room in your day to day life, make mental notes of
how you go in, and the first places you look. Remember this when you are setting
up to defend a built up structure.
Hit the range and practice shooting from around walls and corners. Inside
a building, instinctive and snap shooting play a big part.
Keep your eyes open, and your head down.
Taking a building must be done with a
maximum of speed and aggression. The defenders have all the advantages except
that you choose the time of the assault and you can generally cut them off from
re-enforcement. Taking a building or a room can take a lot of ammo but it must
be done quickly. You will take heavy casualties if you don’t do it right.
Entry- If possible, try not to enter
the building using the doors. Human nature is to hold the door at all costs.
Come in through the windows. Taking a building is done room by room. Room entry
can be done in two ways.
Mass entry- Use mass numbers of troops and pile them into the room
Pro- Large volume of fire overwhelms small pockets of resistance that are
likely to be scattered throughout a building.
Con- One well placed grenade or booby trap can wipe out your whole group.
Two man entry team- Use one man to throw in a grenade, and after it
either blows or stops spraying, both troops charge in. One sprays as he goes in
and the other one goes in back to back covering the rear.
Pro- If things go wrong, you loose only two troops. Better control of
troops and less confusion in the room.
Con- Reduced volume of fire from only two people entering the room.
you have taken a room, leave one person
behind to secure it! The last thing you need in the chaos inside a
building is the opposition retaking a room and hitting you from behind. Keep the
pressure up and keep pushing through the building with maximum speed and
aggression. If it is possible, hit a building from the top floors down. That
way, you have the momentum of falling down hill. Besides. If you toss a grenade
into a stair well, if you miss, well, Mr. Grenade is no longer your friend and
comes bouncing back down at you.
conclusion, buildings add an extra dimension to a game by adding another
environment. Frequently in scenario games, important objectives are associated
with towns and buildings. Taking them and holding them are two different jobs
and can be a blast. Fortunately you can practice this at home just walking
through the house with your gun mentally rehearsing. “How would I take this
room?” “How could I hold this place?” The enemy is everywhere can pop up
anywhere anytime. Perfect paranoia is perfect awareness.