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Old 09-05-18, 10:46 AM   #1
SAS_Random
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Default Tactical Candy: Team Sizes Re-imagined

Obviously, working in smaller teams presents many tactical 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 my opinion, you haven't played co-op until you have experienced this. It's why I love SWAT so much. Sadly, there are very few opportunities to do this. SAS had 41 highly active players when SWAT4 was hot. (enough nostalgia)

I think a strong case can be made for regular use of teams of 6 or more.
Most people think, we have 5, that's awesome...we got this handled ;-)
Now, 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 aggression 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 teammates to ensure you have the kit necessary to complete the mission. It's often difficult to maintain corridor security while conducting dual assaults--especially if the entry points are in two different hallway sections. 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
-replacements/reinforcements are available when an assaulter runs out of limited kit items
-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 is possible 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 decide if you should save a tactical aid for later.
-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, TS, or Discord. 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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Old 09-05-18, 11:17 AM   #2
Ninwes
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Default

There's only some limitations in swat 4 to have more then 6 players per map:
  • Map's are small (can be avoided with playing custom maps as some are large in size and suspects)
  • On tss switching to other teamcolor you can't see the other team's cam anymore to coordinate it (on vanilla this is not a problem)
  • it really need to be players that actually behave or else it will have a mess on the map

Like always good tactical advice.
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