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COMMANDER 
Ideally the Commander should only have to communicate routes or
ECO rounds. In-game players are free to communicate with each other
and take command if the commander gets killed.
1. 'Route' (predetermined assault routes)
2. 'ECO' - a call made BEFORE the start of a round which requires
all players not buying any weapons. Players short of cash, must
communicate this asap.
3. 'Stack up' (get shoulder to shoulder before entry), although
this should second nature when room clearing.
Commands which should be automatic to limit too much talking.
1. Starting positions - are predetermined and don't need to be communicated.
Individual players have the freedom to adjust starting positions
to remain unpredictable.
2. Movement - should be automatic and generally doesn't need to
be communicated. Players have the freedom to act as chosen when
engaging the enemy. When attacking, all players should be engaging
the enemy so that the defenders cannot focus firepower at any one
point, but spread thin. When defending, only support should be given
when ALL or MOST of the attackers are assaulting one route.
3. Go sign - use the explosion of a flashbang to give the GO command
to prevent any delay using the talk proggy.
4. Lines of fire (to warn your team of their lines of fire).
5. Defensive positions - when guarding a planted bomb as T or the
dropped satchel as CT, all players should have a basic knowledge
of defensive strategies and positions so that all, if not most of
the routes are covered.
ROUTES
The commander will repeat the chosen route twice before or at the
beginning of every round. If sound fails, then the command will
type the command using binds. Binds must be made for every map.
All players must understand both the spoken and written instructions.
If a player does not understand the instructions, then he should
ask immediately.
Comm: Route #...added instruction...Bombspot #
For example: Dust
Route 1 (Corridors)...Right...Bombspot 2
CONTACT 
# tangos + location contact
Direction of movement of tangos
Weapons
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