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Feature
Using Real World Tactics
...to get the most out of your computer
games
by Guest Writer Chuck
"Magnum MGG" Ankenbauer

Introduction
Most visitors of SimHQ, I would wager,
like as much realism in computer games as possible within
the limits of the medium. I had been into flight sims for
awhile before deciding to play them a little bit more seriously.
I read two books, one from Dan "Crash" Crenshaw
called "How to live and die in the virtual sky",
and another by Robert L. Shaw titled, "Fighter Combat:
Tactics and Maneuvering". Both are very good books
with a lot of images and drawings to explain the basics and
more of fighter combat; I have used that information to make
my flight sims even more enjoyable. While reading both books,
one thought kept popping into my head "someone should
write a book about squad tactics in war games and police games".
Well, I'm no writer, and definitely
don't have the time or know how to publish a book, however,
with almost 20 years total service in the U.S. Army and in
civilian law enforcement, I figure I have enough know how
to write a half way intelligent article on the subject. So
for others like me who play today's computer games, here are
some basics of real world tactics that might help improve
your game or at least make it more fun.
Part One is about police SWAT tactics,
while Part Two is about squad and platoon level war time tactics.
You may already know some, most, or even all of this information.
This article is for those who don't know and want to learn
to get the most out of their favorite land based games with
the added realism of real world tactics .
Part 1: Police SWAT Tactics
Part
1 applies the most to SWAT
4 which is about the only
police squad shooter I am familiar with unless you count SWAT
3 which uses the same tactics. And if you do, the improvements
in SWAT 4 are
well worth the upgrade.
Communications
The in
game command and reply structure works pretty damn well, but
if you can connect with a co-op group on a team speak type
server it will make it a lot easier and a lot more fun to
multiplay.
Planning
While
you're looking at the briefing screens, equipment options,
and entry locations, decide first who will be the element
leader for that one mission. He is the one and only person
to give commands; it's his show, let him run it the way he
wants and then on the next mission someone else can be in
charge.
Decide
who will team up as red and blue teams, and those two members
in a team should NEVER, EVER leave each other's side.
The element
leader is in back, giving the orders to red team and blue
team. (i.e.: "Red cover left door, Blue stack up on forward
door.")
Equipment
Decide
on who is taking what weapons; each team (2 teams in an element)
should have a less then lethal option, an opti-wand, and flash
bangs. Each of the two teams should be able to operate fully
on their own, with their own equipment. No team should have
to ask the other team to use their equipment.
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