Overview
This section discusses basic formations, movement techniques, and actions during movement for Human Squads and Fire Teams.Optimally, movement techniques should be practiced until they become habitual. To reduce exposure to zombie infection, the Human Soldier avoids cramped or enclosed spaces, large crowded areas, and selects the next safe position BEFORE initiating any movement. This means you need to have a clear idea of the next safe location before you move, and once on the move that you focus exclusively on reaching that point while keeping yourself and others alive. This means constantly scanning the area, and if in groups, which is highly recommended, assign “fields of fire” or observation that each person is responsible for during movement. It is more efficient and safer to cover the left, center or right by itself than to have all people scan every direction at once.
5-1. UTILIZE OPEN AREAS
In contrast to traditional military doctrine of avoiding open areas, Humans should stick to open areas where they have the best field of view (FOV) and can see zombies approaching. For example, where a US Infantry Rifle Squad would go down the sides of the street, sticking close to buildings for cover, HvZ Squads travel down the MIDDLE of the area, in the open, away from possible ambush locations. The exception to this rule during movement is if your game employs some kind of ranged zombies such as “spitters”, but we don’t cover those here.Open areas, such as streets, wide alleys, large courtyards and athletic/football fields should be utilized at all times – especially if you are attempting to draw zombies into combat. Again, the goal is to operate in areas where you have the best Field Of View and can see zombies coming from a distance, giving you and your Squad or Fire team adequate time to react and maneuver. Range and Mobility are your strengths; open spaces allow humans to evade close contact and instead flank and skirmish any encroaching zombie force in a battle of movement.
a. During Missions: Before moving to
another position, the FTL or Squad Leader makes a visual reconnaissance,
selects the position offering the best defense and determines the safest/ most
open route to take to get to that position.
b. Outside of Missions: If alone the individual
Human Soldier develops a plan for their own movement. They traverse the
distance between points choosing open areas that offer a good view of
surroundings, avoiding ambush areas and sneak attacks.
5-2. MOVEMENT AROUND CORNERS and DOORS
Corners of buildings, corners of hallways and walkways are prime areas for a zombie ambush. The area around a corner must be observed before any Human Soldier moves. The most common mistake a Human makes at a corner is walking blindly around a corner without checking for zombies, or walking up close to the wall of the corner before taking a peek. Contrary to military doctrine of getting close to the wall and popping around the corner, in HvZ Humans must stay far enough back from the corner to avoid a zombie ambush – not just arms length but “lunge distance”.
All Squads,
Fire teams and individual humans should utilize the pie-ing method of
clearing corners at all times – whether on a mission or during normal movement
– whether in a group or individually. This procedure is done by aiming the
weapon beyond the corner into the direction of travel (without “flagging*”) and
side-stepping or strafing around the corner in a circular fashion with the
muzzle as the pivot point (Figure 4.1). Be sure to aim low initially – as the
majority of Zombies crouch and then burst or leap into a lunge attack. (*Flagging
is when a soldier extends the barrel of their weapon beyond a corner, giving
away their position to zombies)
Figure 4.1 PIEING CORNERS
Figure 4.2 - PIEING DOORS
5.2.1. CLEARING TECHNIQUES
While based on Army and USMC doctrine for clearing urban areas,
for HvZ players Clearing an Area normally happens around an objective point,
control node, some specific perimeter or area to be defended. For example any
area that needs to be defended for a certain period of time must be cleared and
secured. The clearing team must always be alert. Team members provide security
at the starting point and to the rear of the group. On the street they provide
security laterally down alleyways, and keep an eye upward if near stairs or
landings – not for enemy fire but lurking zombies. Closed
spaces and dangerous areas and should be approached cautiously.
5.2.1A. SERPENTINE FORMATION
The Serpentine Formation is used in narrow roadways, corridors and
hallways. The number 1 soldier provides security to the front. Their sector of
fire includes any zombies who appear at the far end of the road/corridor or
from any doorways/alleys near the end. The number 2 and number 3 soldiers cover
the left and right sides of number 1. Their sectors of fire include any zombies
appear suddenly from nearby doorways on either side. The number 4 soldier,
optimally a Heavy, provides rear protection against any zombies suddenly
appearing behind the clearing team. In the Army philosophy this means three
“Riflemen” (including the FTL) facing forwards, and one “Heavy” (normally a SAW
Gunner) facing backwards. The idea is that the Riflemen are more maneuverable
and agile to react to action at the front than the Heavy, while the Heavy can
suppress a fairly large ambush force with a high volume of fire if it does
appear to the rear.
Figure D1 - SERPENTINE FORMATION
5.2.2 - APPROACHING "T"INTERSECTIONS (From the base of the T)
These techniques can be used in large intersections between buildings, courtyard junctions, corridors and hallways – essentially any urban area with corners. These may seem complex at first glance -- but if you simply practice each of these techniques 2-3 times you'll have them down and perform them like second nature. It's easier and quicker than you think - and well worth the small amount of time and effort. It will literally take you and your Fire Team 20-30 mins to go through these several times. (remember to practice the Cross of the T from both sides, right and left)
1.
Figure 4.3
depicts the fire team's actions upon reaching a "T" intersection when
approaching from the base of the "T". The fire team is using
the serpentine formation for movement.
2.
The team
configures from the serpentine with the Heavy (no 4) at the back into a 2-by-2
formation with the number 1 and 3 soldiers left, and the number 2 and 4 soldiers
right. (In simplest terms you are
rotating clockwise from a diamond formation to a square formation)
3.
The number 1
and 2 soldiers move to position near the edge of the corner – keeping out of Zombie
“lunge” distance, not arm distance. On
signal, the number 1 and 2 soldiers simultaneously turn left and right,
respectively. Each soldier “pies” the corner to avoid zombie ambush.
4.
At the same
time, numbers 3 and 4 step forward and pie the area respectively.
5.
Once the left
and right portions of the intersection are clear, the Fire Team resumes the
Serpentine formation.
5.2.3 APPROACHING "T" INTERSECTIONS (From the Cross of the T)
Figure 5-2 depicts the fire team's actions upon reaching a "T" intersection when approaching along the cross of the "T". The fire team is using the serpentine formation for movement.2. The team switches from serpentine into a modified 2-by-2 formation with the numbers 1 and 3 abreast and toward the right side of the street/hallway. The number 2 soldier moves to the left side of the hall and orients to the front, and the number 4 soldier (Heavy) shifts to the right side (their left) and maintains rear security.
3. Number 1 and 3 are located a safe pieing distance from the edge of the corner. On signal, the number 1 soldier strafes left, pieing the corner. Number 2 moves forward with number 1, providing forward cover down the street. 3 and 4 maintain position.
4. If enemy is detected, soldier 1 calls out Contact and strength of enemy. If a small enemy party, Soldier 1 engages target(s). If Zed charges, they are hit with enfilade fire (from the flank) by Soldier number 3.
5. If intersection is clear, Fire Team resumes serpentine formation and continues to move.
5-3 MOVEMENT DURING ESCORT MISSIONS
Human Escort missions normally
involve protecting one or more individual(s) from zombie infection, traveling
from point A to point B. These assets are commonly important civilians such as
a Scientist or high ranking officials such as a Politician. This section provides an example of force distribution during an escort mission along with some basic tactics and movement strategies.
Keep in mind this is just one basic approach and should be adapted or revised according to your specific mission and game. This method will distribute roughly two thirds of forces toward the front and one third to the rear. The idea behind this distribution of forces is maximum flexibility and defense in depth. Rather than concentrating human forces in a shallow line of defense the idea is to provide several rings of defense, outside of which teams operate to attack and engage active threats.
For tactical purposes this formation is similar to the Rolling T Squad formation in that it has two "arms/fists" with the two Clearing Teams and a "Leg" with the Rear Security Escort. The Primary and Secondary Defense form the "body". (Figure 5-3)
Keep in mind this is just one basic approach and should be adapted or revised according to your specific mission and game. This method will distribute roughly two thirds of forces toward the front and one third to the rear. The idea behind this distribution of forces is maximum flexibility and defense in depth. Rather than concentrating human forces in a shallow line of defense the idea is to provide several rings of defense, outside of which teams operate to attack and engage active threats.
For tactical purposes this formation is similar to the Rolling T Squad formation in that it has two "arms/fists" with the two Clearing Teams and a "Leg" with the Rear Security Escort. The Primary and Secondary Defense form the "body". (Figure 5-3)
1)
ASSIGN A PRIMARY DEFENSIVE ESCORT
This is a small Fire Team or group attached directly to your escort asset. This team is responsible to form a primary defensive ring around the person(s) being escorted. This group avoids engaging enemies and being drawn out of position unless absolutely necessary, instead relying on Path Clearing and Rear Security to actively engage encroaching zeds. They control the position and movement of the asset, setting and then maintaining the pace. This group provides support fire against all Zombies in range while staying in formation.
This is a small Fire Team or group attached directly to your escort asset. This team is responsible to form a primary defensive ring around the person(s) being escorted. This group avoids engaging enemies and being drawn out of position unless absolutely necessary, instead relying on Path Clearing and Rear Security to actively engage encroaching zeds. They control the position and movement of the asset, setting and then maintaining the pace. This group provides support fire against all Zombies in range while staying in formation.
2)
ASSIGN A SECONDARY DEFENSIVE ESCORT
This is one-two Fire Teams or a group assigned to form skirmish ring 10-12 feet outside of the Primary Escort. Normally the strength is concentrated in the direction of travel – the front – but care must be taken to distribute forces around the entire perimeter for defense. This group avoids engaging enemies and being drawn out of position unless absolutely necessary, instead relying on Path Clearing and Rear Security to actively engage encroaching zeds. This group provides support fire against all Zombies in range while staying in formation. If pressed hard, this group falls back into the Primary defensive ring. When danger passes they resume formation. In general, this group is normally twice the size of the Primary Defense Escort.
This is one-two Fire Teams or a group assigned to form skirmish ring 10-12 feet outside of the Primary Escort. Normally the strength is concentrated in the direction of travel – the front – but care must be taken to distribute forces around the entire perimeter for defense. This group avoids engaging enemies and being drawn out of position unless absolutely necessary, instead relying on Path Clearing and Rear Security to actively engage encroaching zeds. This group provides support fire against all Zombies in range while staying in formation. If pressed hard, this group falls back into the Primary defensive ring. When danger passes they resume formation. In general, this group is normally twice the size of the Primary Defense Escort.
3)
ASSIGN PATH CLEARING TEAMS
Assign several small Fire Teams or two groups on point to clear the path and engage encroaching zombies. These groups remain loosely attached to the main formation, operating out in front of the Secondary Defense Escort. They actively clear areas and engage encroaching zeds. This group is normally the same size as the Secondary Defensive Escort – two Fire Teams.
Assign several small Fire Teams or two groups on point to clear the path and engage encroaching zombies. These groups remain loosely attached to the main formation, operating out in front of the Secondary Defense Escort. They actively clear areas and engage encroaching zeds. This group is normally the same size as the Secondary Defensive Escort – two Fire Teams.
4)
ASSIGN REAR SECURITY
This group is attached to the main formation operating directly behind the Secondary Defensive Escort. Their responsibility is to actively engage enemies and delay any attack from the rear. If the Clearing Teams are heavily engaged, needing relief or support, this rear group switches roles to a frontal Clearing Team (or provides relief and replacements for the front two teams). This group is one Fire Team or half the size of the Secondary Defensive Escort.
This group is attached to the main formation operating directly behind the Secondary Defensive Escort. Their responsibility is to actively engage enemies and delay any attack from the rear. If the Clearing Teams are heavily engaged, needing relief or support, this rear group switches roles to a frontal Clearing Team (or provides relief and replacements for the front two teams). This group is one Fire Team or half the size of the Secondary Defensive Escort.
5)
DESIGNATE SEVERAL RALLY POINTS FOR MISSION
These are key locations somewhere along the escort route, carefully selected ahead of time where soldiers can rally and regroup if they become dispersed. At a minimum create either geography dependent or time dependent Rally points – for example “early mission” Rally points would be closer to a start location. “Late Mission” Rally points may be located near an objective. Geographic Rally points are based simply on location.
These are key locations somewhere along the escort route, carefully selected ahead of time where soldiers can rally and regroup if they become dispersed. At a minimum create either geography dependent or time dependent Rally points – for example “early mission” Rally points would be closer to a start location. “Late Mission” Rally points may be located near an objective. Geographic Rally points are based simply on location.
6)
RECON and HARASS
If you have any forces remaining, or any dedicated Scouts, send them out to locate and identify the location of the Zombie Leadership – the Badass Zeds that will be causing trouble – or the location of the main horde. If safe and viable to do so, send your Path Clearing Teams or Rear Security to harass and engage the Zeds in a battle of movement before they can assemble and charge in mass. The idea is take the initiative away from the zombies – force them to react to your actions rather than reacting to theirs. De-synchronize those stun timers to keep them off balance. Always keep your assets moving toward the objective.
If you have any forces remaining, or any dedicated Scouts, send them out to locate and identify the location of the Zombie Leadership – the Badass Zeds that will be causing trouble – or the location of the main horde. If safe and viable to do so, send your Path Clearing Teams or Rear Security to harass and engage the Zeds in a battle of movement before they can assemble and charge in mass. The idea is take the initiative away from the zombies – force them to react to your actions rather than reacting to theirs. De-synchronize those stun timers to keep them off balance. Always keep your assets moving toward the objective.
7)
IDENTIFY, CLEAR and SECURE AMBUSH LOCATIONS
If the route forces you through areas of potential ambush, assign the Path Clearing and Security teams to clear these areas in advance of the main force. This means detaching these forces from the main formation and allowing them to operate independently to seek out and engage the enemy.
If the route forces you through areas of potential ambush, assign the Path Clearing and Security teams to clear these areas in advance of the main force. This means detaching these forces from the main formation and allowing them to operate independently to seek out and engage the enemy.
This
basic approach will distribute roughly two thirds of forces toward the front
and one third to the rear. Depending on the number of
human soldiers available, adapt this as needed – in simplest terms half of the Human forces are used for defensive rings around the asset and the other half are used to actively engage threats.
The overall goal is to keep Zeds as far from the Escort Asset as possible at all times – while relentlessly moving the Asset towards the objective. This means the Clearing Teams move to aggressively and actively engage any and all encroaching zeds in the path of the formation. If the number of Zeds is large – or too large to effectively engage with the two frontal teams -- the Rear Security team can be attached to the front of the formation as an additional offensive asset.
If
you must defend the Asset at the objective, utilize the same basic organization;
A) Primary Defensive Ring, B) Secondary Defensive Ring, C) one group actively defending outside of but attached to the secondary
Ring (Rear Security) and D) two groups out roaming, aggressively and actively engaging encroaching
Zeds (the Clearing Teams).