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Room Clearing

Please note that this is most effective in structured groups, such as clans or other organizations.
This will be a rough sketch of the basic room clearing procedure. Don't pay attention to the hookey detailings of the sketch, just pay attention to the details.


In 1.1 you can notice how the stack is outside the door. This is the legend:

P - Pointman
L - Team Leader
G - Grenadier/SAW man
R - Rifleman

The Rifleman is facing the rear providing rear security, the Grenadier is looking out, the Leader has front security, and the Point man is watching the door.
For this exercise lets say there are no nades, just a rush into the room. The Point has to decide which way he's going to go. For arguments sake, let's just say hes going straight into the room without turning. So he rushes into the room.



The point man immediately heads down the wall he chooses. See 1.2 for this case, its the wall in front of him. He SCANS FIRST (weapon pointing to) the corner that he is going toward then sweeps toward the corner he is moving toward (lower right in this case). He moves all the way down to the corner then sweeps out to view the rest of the room. By the time he turns around, all members should be in the room already, but you'll see that soon.

The team leader will follow next going immediatly down the opposite wall. He will scan the opposite corner first as he sweeps around the turn of the doorway, which was seen by the point man, then to his far corner, then to the corner he is heading in. When he reaches the corner, he will turn and scan the entire room.

The grenadier and rifleman will then follow in suit and scan the room the same way that the others before them did. The finished product will be everyone turned and scanning the room, but the last man in (the rifleman) will turn and face the door and take on rear security in case someone rushed into the room. He will probably have to cant himself out in the room a little more, so if someone rushes in, he is not shooting toward his team members (G and P). Muzzle Awareness. FIG 1.5 shows the finished product.

ou get the idea. This whole process should take less than 5 seconds. Everyone should be in the room in less that 2. You want to stack up right on top of each other, almost pushing the person in front of you into the room. Fast fast fast is the name of the game.
Now, when entering a room, you must always get out of the fatal funnel faster than anything else. The fatal funnel is the area in front of the door and its immediate surrounding area. See FIG 2.1 to indicate the fatal funnel in this room we demonstrated.

It is called the fatal funnel because this is the bottleneck of the whole operation. If you don't rush to get out of this zone, all fire can be concentrated on your one location and then you're pretty much screwed. So rush rush rush.
I could do another diagram for where the door is in the corner, but the same rules apply. The point man always chooses which way he's going to go.
The only difference in this exercise is if the point man chose to go the way the team leader went in FIG 1.3. If he went that way, he would scan the corners just like the team leader did and then move down to the corner. The point man always chooses, and the team leader needs to be fast enough to react to move the other way and cover his back.
If you look at FIG 1.2, the point man's back is exposed to enemy fire if the 2 man doesn't get in there fast enough to fire. REMEMBER, if you're going tactical, don't shout, don't shoot, and don't make noise unless you have to. Use whispers to communicate or hand signals. Now if there are OPFOR in the room and there are shots fired, then who cares blast away, shout, whatever.

This small manual should cover the basics of room clearing. If you have any additional questions please check out this topic at Our Forum.
Credit goes to US Brickhouse

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