Jump to content

CoD Squad Training Manual (STM)


Training Office

Recommended Posts

Training Office

 Call of Duty (2025)

Black Ops 7 and WZ 2.0

 

Squad Training Manual
Version 2.1
December, 2025

 

                                                                                                      

 

This squad training manual (STM) has been created and edited to help members in the CoD Division with playing the game to Tactical Gaming standard. It is here for everyone to use, from the Division Officer (DO) to Squad Members (SM). Using this as a guide will help members learn and achieve methods of team play and help them progress their leadership role. If any member would like to share ideas to improve the STM, please use your Chain of Command (CoC).  

 

TABLE OF CONTENTS:

 

Section 1: How to use the Training Manual

- 1.1 Practice Briefing [PB]

- 1.2 During Practice

- 1.3 Post-Practice Report [PPR]

- 1.4 Attendance Tracking System Points & Awards [ATS]

 

Section 2: Division Specific Voice Communications

- 2.1 Reporting Tangos [SALE]

- 2.2 Division Specific Map Location Naming Convention

- 2.3 Division Specific Jargon

- 2.4 TG Specific Jargon 

 

Section 3: Division Specific Team Structuring & Tactics

- 3.1 Apply Basic Tactics

- 3.1.1 Fire Teams

- 3.1.1.2 Kill-Based Games

- 3.1.1.3 Objective Based Games

- 3.1.2 Initial Rush

- 3.1.3 Initial Frag

- 3.2 Regrouping [Keeping Fire Teams Together]

- 3.3 Division Specific Weapons

- 3.3.1 Grenade Warnings

- 3.3.2 Division Specific Formations

- 3.4 Division Specific Roles

- 3.4.1 Division Specific Roles Defined

- 3.5 Spawn Points

- 3.6 Warzone Tactics

- 3.6.1 Rotation

- 3.6.2 Plane Jump

- 3.6.3 Looting

- 3.7 General Tips & Tricks

 

Section 4: Potential Chain of Command

- 4.1 Potential Fire Team Leaders

 

Section 5: Information

- 5.1 Chain of Command Practice Program [CPP]

- 5.2 Tactical Gaming Mediation Program [TGMP]

- 5.3 Recruiting Procedure [How to Recruit]

- 5.4 Credits   

                 

HOW TO USE THE TRAINING MANUAL (SECTION 1)

Spoiler

(1) How to use the STM 

The Squad Staff (SS) will utilize this document to make sure each member of their squad is trained on the teamwork, tactics, and voice communications used by all squads in Call of Duty Division.  The STM is a tool for anyone in the Division to use and have a way to interface with every squad with little difficulty.

 

(1.1) Practice Briefing [PB]

Squad Staff will post a practice briefing ONCE A WEEKon Mondays, but no later than 24 hours (or as soon as they can) after each Sunday's practice., which includes the following:

  • Objectives to be completed during practice 
  • Requirements for practice 
  • Any additional information SS feel is necessary to conduct practice.

SS will notify (@squad name) all members when posting the PB to their squad Discord channel.  

A PB is to be dynamic; no two PB's for a squad will be identical and these are screened monthly by CoC. SS should always update their PB for mandatory and optional practices with new and relevant information. 

The objectives section should not contain vague or irrelevant statements such as, "Work on Playing CoD", "To have fun", or "Work on Basics"; but should contain specific statements for squad improvement 

As a squad member, please keep a close eye on each PB as some information might change and be very relevant.

 

(1.2) During Practice 

SS will review the PB at the beginning of every practice; it should take a couple of minutes. SS will concentrate on ensuring members complete the objectives set out in the PB, while adhering to the guidance found in the Tactical Gaming Boot Camp sections 3 and 4.

 

- General Voice Communication Procedures

- In-game Voice Communication Procedures

- Gun status (Red, Yellow & Green)

  • Red - means hold fire
  • Yellow - means fire only if fired upon
  • Green - means fire at will

The person in charge, usually the Squad Leader (SL), may request a change in the gun status for several reasons.

 

Ex: To reach a point on the map without being spotted.
Ex: You are in a meeting, and you need to stay focused.

- Grenade Warning (Frag out, Frag In)

  • To avoid killing our squad mates when we launch grenades, we must warn them by stating
    "frag out". It's also important to warn our squad mates of incoming by stating "frag in".  

 

(1.3) Post-Practice Report [PPR] 

SS will post the Post-Practice Report (PPR) in their squad discussion, in Discord, to show that the objectives from the PB were completed or need to be repeated/reviewed. Members are encouraged to reply with any questions, comments, or concerns. This is called an After-Action Report (AAR) or Practice Feedback (PF). Squad members can usually find the template at the end of the PPR. If it’s not there it, it’s usually in this format:

 

All present members, please reply with your suggestions and thoughts?

Did you enjoy practice?

What did you like / dislike?

What should the squad focus on at the next practice?

What would you like to focus on within your own game play?

 

SS will summarize practice with three detailed sections in their PPRs. These sections are:

  • Objectives Completed
  • Objectives to Improve
  • Additional Information 

Similar to PB, PPR will be dynamic so that no two PPRs for a squad are identical. PPRs will be screened monthly. SS will update their Post-Practice Reports for mandatory and optional practices with new and relevant information. 

The 'Objectives Completed' and 'Objectives to Improve' sections will match the Practice Briefing 'Objectives.' 

At the conclusion of each practice, SS have 24 hours to post the PPR.

SS will notify (@squad name) all members when posting PPR to the squad discord channel.  

There are templates available by using the CoC menu in forum. More information can be found by clicking HERE.

 

(1.4) Attendance Tracking System Points & Awards

ATS (Attendance tracking system) points are awarded to members during practice. The SS in charge of practice will enter to points at the end of the session; training will be given upon promotion by BTN staff.

We carefully track our member's attendance via our ATS to know who is active and also because attendance is one of the factors, we use for ranks which are based on a points system. 

When you cannot attend practice, you have to contact your direct CoC before practice. (@mention you SL and SA in a post in your squad channel on the TG Discord. As attendance tracking is demanding for your CoC, other methods of notifying your SS will not be accepted and such, you may be marked as Absent Without Leave (AWOL). 

If you cannot do so before practice, contact them ASAP! If you do not contact your CoC, you will be marked as AWOL (NOTE: If you do not have SS, please contact the next person in your direct CoC).

It is important to note that you are not required to give justification that contains information you feel is of a personal nature. 

Members get 12.50 points for attending a mandatory practice.  6.25 will be awarded to members attending optional practice sessions. The more a member attains ATS points; he/she will ascend in rank. The ranks start from Private First Class and go to Chief Warrant Officer. More about ranks within TG can be found by clicking HERE.

In addition to earning higher ranks, certain awards are available within Tactical Gaming. Medals can be awarded for going beyond normal behavior. Coins of Excellence can be awarded to member that stand out within their respective Battalions. More information on awards can be found by clicking HERE.

 

DIVISION SPECIFIC VOICE COMMUNICATION (SECTION 2):

Spoiler

SS will enforce the basic voice comms, which are referenced in the Tactical Gaming Boot Camp Document, sec. 3. In addition to these guidelines, Division specific voice communication protocols are listed below:

 

  • Reporting Tangos [SALE]
  • Division Specific Jargon

 

(2.1) Reporting Tangos [SALE] 

What is a Tango? It is the shortened, military phonetic spoken to indicate enemy Targets. 

Call of Duty Division uses a very specific method for accurately and efficiently calling out enemies on the map. This method is taught and used by all staff and members of the division. The method in question is broken down by acronym but stands for the following: (S) Size, (A) Activity, (L) Location, (E) Equipment. This method is broken down in further detail below.

 

Size - How many Tangos do you see? Be sure to call them out as quick as possible. If there is large and unknown number of tangos spotted at one spot, say simply that there is a large enemy presence at ‘this’ location. 

Example One: Two Tangos -

Example Two: Three Plus Tangos -

Example Three: One Tank and Three Tangos -

 

Activity - What is the enemy doing? Moving across a road, assaulting a position, or defending an objective? When calling out activity, be brief and accurate to avoid communication clutter. 

Example One: Two Tangos - Placing dynamite -

Example Two: Three Plus Tangos - Covering the -

Example Three: One Heavy Tank - Moving South -

 

Location - When calling out an enemy location, use the tools available to you in game, or the Division Specific callouts Remember to use common sense when identifying the enemy location. 

Example One: Two Tangos - Placing dynamite - on the Apples objective

Example Two: Three Plus Tangos - Covering - The Edward Alley

Example Three: One Heavy Tank - Moving South - On Butter MSR

 

Equipment - It’s important to report enemy equipment so the fire team can be properly equipped to engage the target or can avoid the interaction. Use common sense when creating your callout because it could be the difference between victory and defeat. 

Example One: One Tango - Defending Objective Apples - On Apples MSR - He’s in a tank.

Example Two: Two Tangos - Defending Apples Objective - Second floor in the western corner - Using Shotguns

                           

(2.2) Division Specific Map Location Naming Convention 

 

The map callouts for Call of Duty: Black Ops 7 can be found HERE.  

 
(2.3) Division Specific Jargon  

Equipment: In regard to identifying or placing equipment on the map, ensure its location is reported quickly and accurately.        
Planting: You are planting a bomb in an objective game type.  This alerts your squad mates so they can cover you while you plant. Also call out if the enemy team is planting a bomb.        
Defusing: You are defusing a bomb in an objective game type.  This alerts your squad mates so they can cover you while you defuse.  Also call out if the enemy team is defusing the bomb.        
Capturing: Followed by a descriptive such as "A," "B," or "C" in Domination.  Call out the captures during matches in game modes such as Headquarters and Hardpoint.
Respawning: Spawning in after being killed, Or by winning the Gulag fight in warzone.
Gas: Spreads throughout the map aside from the safe zone, does damage over time to any players in it. deal more damage as the zone becomes smaller.
Third Party: While two teams are fighting, a third team uses this to their advantage and press in on the attack.
Supply Boxes: Different supply bins across the map that provide weapons, ammo, money, perks, etc. These are readily available on the map and do not need to be purchased.
Buy Station: Marked on the map with a green shopping cart, these are supply stations where you can buy perks, kill streaks, weapons, revive players, etc.
Armor Plate: A stackable defense item that mitigates and blocks damage. Up to three can be equipped onto an operator, and a player can hold up to 5 unused plates.
Cash: In-match currency that can be used to purchase high value loot items such as Killstreaks and Loadout Drop Markers at a buy station. In Plunder, collecting cash is an objective that contributes to winning.
Contracts: In-game objectives that reward XP, Weapon XP, Cash, Loot, and other benefits during a Warzone match. Only one Contract can be active at a time.
Downed: When an operator reaches zero health, they enter a downed state, where they constantly lose health on a second health bar. While technically not dead, an operator will have little to defend themselves with, and require a self-revive kit or a teammate to revive them. If an operator “bleeds out” – drop to zero health again while downed – they will die.
Gas Mask: A loot item that grants temporary immunity – 12 seconds – from the Circle Collapse. Without it, expect to start choking and losing health after around two seconds of being in the collapse.
Pinging: An in-game alert system that allows you to non-verbally communicate information to your squadmates.
Redeploy: The act of getting back into a game by jumping out of a plane and parachuting down to safety, similar to the initial infiltration. A common example of a Redeploy is when you win a fight in the Gulag after dying in Battle Royale.
Revive: The act of helping a downed teammate off the ground by using an interactive command with them. Regardless of what an operator is carrying, any operator can revive a teammate.
Self-Revive Kit: An item that revives a downed operator when activated while in a downed state. An operator can still die before the activation of a Self-Revive Kit is complete.

 

(2.4) TG Specific Jargon

TGEC:  Tactical Gaming Executive Committee

TGMP:  Tactical Gaming Mediation Program

STM:  Squad Training Manual 

CoS:  Chief of Staff

CoC:  Chain of Command

CPP:  Chain of Command Practice Program

ATS:  Attendance Tracking System

PPR:  Post Practice Report

AAR:  After Action Report

PRO:  Public Relations Office

BTS:  Battalion Staff

BGC:  Brigade Commander

CC:  Corps Commander

DO:  Division Officer

HT:  Head Trainer

AT:  Assistant Trainer

SS:  Squad Staff

SL:  Squad Leader

SA:  Squad Assistant

PB:  Practice Briefing

PF:  Practice Feedback

CO:  Commanding Officer

XO:  Executive Officer 

 

DIVISION SPECIFIC TEAMWORK AND TACTICS (SECTION 3):

Spoiler

(3.1) Apply Basic Tactics

SS will enforce basic tactics (Section 4 of BC doc) which include:

  • Fire Teams; and
  • Initial Rush

 
(3.1.1) Fire Teams (FT)
Fire Teams involve organizing your squad into one or several groups each with a predetermined plan of attack.  FTs in Call of Duty are very effective in multiple game modes.  Before a match, your squad should be divided up into FT, named FT Alpha (A), Bravo (B), etc.  Dividing FTs requires that the SL is knowledgeable of each individual member and is placing the member into a role that they are going to do well in.  For example, a player who likes to camp and is not good at rushing should be placed on the defensive FT in a War game.  You may also choose to run a single FT with the entire team staying together to achieve an objective.
Below is a list of some game modes in Call of Duty: Black Ops 7 and a basic FT strategy.

 

(3.1.1.2) Kill-based Games        

  • Team Deathmatch: Either have one collective FT to hold down an area or move around the map in an organized fashion, or multiple FTs to try and flank the enemy or hold multiple positions.       
  • Kill Confirmed: Requires players to collect floating dog tags from the corpse of a downed enemy before the kill can be registered.  However, the opposing team can pick up the dog tag as well to deny the other team of a kill.  It is a successful strategy to dedicate three Fire Teams of two in a normal Kill Confirmed game.                        
  • Free for All: (or FFA) is a core death match.  Every player for themself.  Eight players face each other to the death.  The first player to reach 30 Points / kills wins the match.  If nobody reaches the score limit at the end of the 10-minute time limit, the player with the most points wins.
  • Kill Order: Each team is tasked with protecting an HVT (High Value Target) while having to eliminate the enemy team's HVT. Points are earned by scoring kills, while elimination of HVT earns bonus points. First team to 125 points wins.

(3.1.1.3) Objective-based Games

  • Domination: Having two Fire Teams, each in charge of securing a different position.  For example, FT A will capture the spawn point then hold down the spawn, while FT B rushes the middle point.  It is useful to have a slightly bigger FT rushing the middle spawn, as that is usually where most of the action is and can be possible to trap the enemy in its spawn by placing friendlies at the choke points.  
  • Search and Destroy: One or two Fire Teams.  In defense, FT. A can hold bomb site "A" while FT. B can hold bomb site "B".  On Attack, it is useful for the entire team to try to attack the same bomb site for maximum effectiveness.
  • Hardpoint: Two Fire Teams should work together to hold the Hardpoint from different directions, and work on rotating to the next location.  The locations are always in the same rotation usually ranging from four, to no more than five hardpoints on any given map.                    
  • Control: Two Fire Teams should be deployed for this mode. On the defensive side, one FT should focus on defending A objective site and the other FT B objective site. On the offensive side One or Two Fireteams should be deployed. Either split pushing both objectives or focusing on overwhelming one site. The main aim is to either control the objective sites by the end of One minute or to use up all enemy lives (30). 3 rounds need to be won to win the game.
  • Gun Game: 2 teams face off with random loadouts. First team to eliminate the enemy or capture the flag wins the round. 6 roinds to win the match.
  • Headquarters: 2 teams face off to capture the Headquarters. Once captured defending team respawn is disabled. Once Offensive team captures headquarters, defending teams respawns will activate. Points earned for time headquaters is captured and held.

 

A list of all game modes and tactics can be found HERE.                                                
 
(3.1.2) Initial Rush
The initial rush is an important aspect in Call of Duty because it can give a team a superior starting position.  In TDM modes, rushing to an easily defensible position with good vantage points can be useful. Likewise, getting to the B flag on Domination first can ensure an early lead.  It is crucial for each squad to develop its own initial rush strategies so that it can catch the other team off-guard and ensure an early lead.
(3.1.3) Initial Frag
Initial frags are a good way to get an early advantage over your enemy.  It is wise to spend time as a squad learning good grenade throw spots.


(3.2) Regrouping [Keeping Fire Teams Together]
Regrouping is something that must be practiced on a squad to squad basis as the SS sees fit.  A primarily rushing squad may not need to utilize Rally Points (RP).  Prior to engaging the enemy in combat, SS or Fire Team Leaders (FTLs) will want to designate RP throughout the map.  These will typically be common, easily defensible, areas spread out around the different spawns throughout a map.  If the squad or fire team is given the order to regroup, they will immediately fall back to the predesignated RP chosen by their SS or FTL.  Here, the squad or fire team will be able to reorganize and re-engage the enemy.  Good RPs offer cover and concealment and enable the squad or fire team to safely reorganize.  Make sure the RP is able to be easily located and reached by squad or fire team members, and that it can be easily defended in case of contact with the enemy.

 
(3.3) Division Specific Weapons
 
(3.3.1) Grenade Warnings

As described in the TG Boot Camp, to avoid killing our squad mates when we launch grenades, we must warn them by stating "frag out".
It's also important to warn our squad mates of incoming by stating "frag in".
 

(3.3.2) Division Specific Formations

Due to the pace and nature of Call of Duty game-play, strict formations are not typically used in-game.  However, the Wingman concept and RTFA-based fire team have seen occasional utilization.  The Wingman concept involves two squad members traveling as a pair, covering and assisting the other when necessary.  For instance, as a pair, the Wing men can execute bounding over watch (also known as leapfrogging) maneuvers.  Additionally, if one needs to reload, the other can cover their Wing man as they do so.  The Wingman concept can also be used to support sniper/spotter tactics, with one member identifying targets and the other engaging them with precision gunfire.

  • Cover / Concealment

Understand the difference between cover and concealment.  Learn how to use them to your advantage.

  • Cover: An area which will shield some, or all of your player's body from bullets or other types of damage.  Example - crouch behind a concrete barrier. Moving between areas of cover should be practiced. It should be unacceptable to run between areas of cover without checking each area first by "slicing the pie" or executing bounding overwatch techniques.
  • Concealment: Blending into your surroundings to make yourself less visible to the enemy.

 

  • Slicing The Pie

Slicing the pie is the basis of every movement when clearing a room or building.  It consists of traversing the obstacle via controlled movements around the cover.  Emphasis on the word "controlled" instead of "fast" or "slow" because your movement speed should be determined by your own threat assessment or time constraint in the situation.  As you rotate around the cover, using it as your axis, you need to keep an eye out for even the tiniest hint of enemy occupation.  However, this particular technique allows you to detect a target fairly easily as your sights should be adjacent to the cover, only exposing one side of your body at any given time.        
 

  • Bounding Overwatch

The bounding overwatch movement technique is effective in the way two or more people can move around the map while covering each other.  In the image below, Player 1 will make the first move, followed by Player 2, followed by Player 1 and so on.

 

  • Sniper Spotter

Using the Sniper-Spotter technique is an effective way to eliminate enemy tangos on larger maps.  The spotter can be used to both protect the sniper, as well as alert him of any tangos.  Sniper (red) Spotter (blue)  

   

  • Sacrificing

For instance, during a Search and Destroy match if there is only one enemy left and he decides to plant the bomb, he is expected to be holding/looking at the objective or the building where the objective is.  In a situation similar to this, it is a successful strategy for someone to volunteer to "sacrifice" his or herself.  The person who volunteers takes the obvious route to enter the building where the objective is located.  Simultaneously, your team members will enter the building from an alternative route (e.g. a window or second door).  As the person who is sacrificing attracts enemy attention you will be able to spot him and finish him off.  This ensures that the enemy is not allowed to run around and pick off your teammates one by one.        

 

(3.4) Division Specific Roles

Roles within a squad or fire team are dictated by weapons, equipment, and divisions.  For this reason, it is just as important, if not more so, to cover the various types of equipment, divisions, and their benefits as it is to cover weapons.  Take the time to go over the divisions in detail, as well as the maps and game types/modes in which certain divisions are more effective or beneficial.  Ensure different squad or fire team members use different divisions and find out what works for them.  Experimentation will ensure your squad and its fire teams become as effective and versatile as possible.  Additionally, it will drive home the point that proper division usage is just as important as proper weapons utilization; particularly within matches organized through CDL or other competitive matches. Certain divisions, attachments, and/or equipment may not be useful or available/legal.

 

(3.4.1) Division Specific Roles Defined

  • Weapon Role System
    • Sub (SMG Player):
      • Weapon: Primarily uses SMG (submachine gun).
      • Playstyle: Face-paced, aggressive. Sub players are usually the first to engage in fights and take control of key areas.
      • Objective: Push into hardpoints or control zones, disrupt enemy lines and apply pressure.
    •  AR (Assault Rifle Player):
      • Weapon: Primarily uses AR (Assault Rifle).
      • Playstyle: Mid to long-range engagements. AR players hold down lanes and maintain control from a distance. 
      • Objective: Provide consistent slaying power and support players by locking down specific areas of the map. 
    • Flex (Hybrid Player):
      • Weapon: Swaps between SMG and AR based on the map and game mode. 
      • Playstyle: Versatile and adaptable. The flex player adjusts their role depending on the needs of the team and map dynamics.
      • Objective: Fill the gaps in the team's strategy, whether it is pushing aggressively or holding the gaps.

 

  • Playstyle Role System
    • Slayer:
      • Focus: Purely focused on getting kills and winning gun fights.
      • Playstyle: Aggressive, high impact player who often leads in kills
      • Objective: Control the pace of the game by dominating enemies and breaking into hardpoints or objective zones.
    • Anchor: 
      • Focus: Controls key positions and spawns for the team.
      • Playstyle: Defensive and strategic, prioritizing positioning over aggressive play.
      • Objective: Maintain map control and secure favorable spawns, especially in game modes like Hardpoint. 
    • Objective:
      • Focus: Plays for the win conditions, focusing on the game objectives.
      • Playstyle: Sacrifices kills for objective work, often seen on the point or planting/defusing bombs.
      • Objective: Lead the charge in capturing points, holding down the points and making key plays to secure wins.

 

(3.5) Spawn Points

Understanding the spawn system in Call of Duty will make your team an effective force.  When flanking an enemy team, you must be prepared for the enemy to begin to spawn behind you.  Once you take an enemy spawn in TDM modes they will begin to spawn elsewhere.  In Domination modes, it is possible to trap the enemy in its spawn because the game will spawn them near a flag they have captured.  This is why it is important not to try to take all three flags in Domination - it could create an unpredictable spawning all over the map.  Having clear comms and quick reports of where the enemy is spawning can turn any game mode into a crushing victory.  Knowing your own team's spawning properties will also increase your team's success.  While playing CTF, if an attacking FT loses a member near the enemy's flag, that member will likely spawn at the home spawn and will have a long way to go to catch back up.  This can lead to a critical failure with attacking fire teams. It is necessary to use rally points in the event this happens.


(3.6) Warzone Tactics

 

(3.6.1) Rotation: Providing cover fire while friendlies move from place to place.
(3.6.2) Plane Jump: To increase the survival rate of the team and to allow time to secure loot, SS/FTL should place a location marker AWAY from the plane’s trajectory. While in the air, FTL should appoint someone that is not the jumpmaster to look for tangos with a similar trajectory. Depending on the number of hostiles, SS/FTL should give a new heading away from hostiles so that members can loot more safely.
Parachuting techniques fall into one of two categories based on when an Operator opens the chute: High Altitude, Low Opening (HALO) and High Altitude, High Opening (HAHO).
Theoretically speaking, you can pull your parachute a few seconds after the initial freefall. This, or pulling the parachute before you get about two-thirds down to the ground, is considered a high opening altitude, as you will have plenty of time to soar over Urzikstan to find a suitable place to land.

  • Usually, taking a HAHO (High Altitude, High Opening) approach is also a safe option; unless you knock into a building or tree, you won’t need to worry about free-falling to your death since your parachute is opened far before it is absolutely necessary. However, Operators who have already landed on the ground can shoot – and potentially down – a player as they are parachuting in.
  • This is where a HALO (High Altitude, Low Opening) drop could be more useful; deploying your parachute at a lower altitude, while it won’t give you much overall distance, can get you on the ground faster, allowing you to loot and get into combat quicker. HALO drops are, by design, riskier; if you fail to pull a parachute above the death zone – usually about the height of a tree or three-story building – you’ll impact onto the ground, if the parachute failsafe is not active.


(3.6.3) Looting: In a high risk situation, looting must be a carefully considered activity. Once you’ve eliminated your enemy, you will want their resources and weapons. However, there is often a high risk of other enemy teams closing in. Always have 1-2 players as lookouts patrolling the area, switch places if loot needs to be shared.

 

Note: A more in-depth guide regarding Warzone can be found HERE
Note: A Guide to each section of the WZ 2.0 Map can be found HERE

 

(3.7) General tips & tricks

  • Decide when to engage the enemy. it is not always the best idea to engage if you are not sure you will win the battle. By engaging hostile players, you will reveal your own position to any 3rd party squads that may sneak up behind.
  • Although conventional video game wisdom may dictate that you should aim for the head, it is best to aim for the chest since that still does a decent amount of damage, but it also allows you to have a much bigger target area.
    • Although there will be aiming gods that get headshots every time, the best course of action is still to aim at the chest for most new players.
  • It is important to make sure that an area is clear before you sprint into it. Scout the area thoroughly before you head in. In close quarters, it is good if you use a grenade to clear out that blind spot before you head inside
  • Crouch while running to perform the slide. It can be used to avoid bullets when people start shooting at you and can be used to get from cover to cover.
  • Reloading makes a lot of noise and can make you unable to use a weapon for the duration of the reload. For that reason, always make sure that you can safely reload before you do so.
  • Switching to your secondary weapon in intense moments is almost always the better course of action.
  • HOW TO USE THE TIMER EFFECTIVELY IN SEARCH AND DESTROY:
    • For Attackers:
      • Early Patience: Take your time at the start to gather information and clear potential threats instead of rushing.
      • Decisive Mid-Round Push: Near the half-way mark of the round, decide whether to commit to a bomb site based on the intel gathered.
      • Leverage The Bomb Timer: Once planted, hold strong defensive positions and let the bomb timer force the defenders to come to you.
    • For Defenders:
      • Play Safe Early: Hold key positions and wait for attackers to reveal their strategy.
      • Mid-Round Control: Push for map control if no plant occurs but avoid overextending. 
      • Quick Retake Positions: When the bomb is planted, act quickly but carefully, aiming to clear the site by the 20 second mark for a defuse attempt. 
    • Key Tips:
      • Balance Patience And Aggression: Avoid rushing early but don't leave pushes too late. 
      • Communicate Well: Coordinate with teammates for effective pushes and retakes.
      • Play The Clock: Use the timer to pressure your opponents, forcing them to rush or run out of time. 

 

POTENTION CHAIN OF COMMAND MEMBERS (SECTION 4):

Spoiler

(4.1) Potential Fire Team Leaders

If a Squad member is interested in becoming Squad Staff, or leading a match, they are encouraged to volunteer to be a Fire Team Leader.  A Fire Team Leader is an opportunity for a member to show that they are capable of holding a leadership position, as well as a way for the member to see if it is something that they would be interested in pursuing.

 

Squad Staff Applications can be submitted HERE

 

INFORMATION (SECTION 5):

Spoiler

Below is additional information.

 

(5.1) Chain of Command Practice Program [CCP]

 

While enjoying playing with others, the objective of the CPP is to improve Squad Staff (SS) in-game leadership skills by enforcing all elements of the Boot Camp (BC) and the Squad/Section Training Manual (STM).

Battalion Staff and the Assistant Trainer can help with understanding and executing a CPP, please contact your current CoC.

 

(5.2) Tactical Gaming Mediation Program [TGMP]

 

The objective of the TG Mediation Program is to informally resolve conflicts between members before the launch of an official investigation by the CoC.  More info on TGMP and the process can be found HERE.

 

(5.4) Recruiting Procedure [How to Recruit]

 

The success and growth of Tactical Gaming (TG) depends on the support of our entire community. Every member inside of this community is a part of our recruiting team, and we need the help of each and everyone of you. To learn more about the TG recruiting process, and how to recruit, please use the following links;

1st Battalion Recruitment & Events: HERE

2nd Battalion Recruitment & Events: HERE

In-game recruiting document: HERE

 

(5.5) Credits

STM Template Creation:  TGxShadowghost - August 2022

CoD STM Creation: Callum - June 2023

CoD STM Editing: TG Vegemite - June 2023

CoD STM Editing: TG-Vydex - October 2024, September 2025

CoD STM Editing: TGxFOREST - December 2024

 

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...
class='ipsFlex ipsFlex-flex:10 sm:ipsFlex-fw:wrap ipsFlex-jc:between ipsFlex-ai:center'>

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.