Cyber Warriors
 
 
RESULTS
 
 
 COMMS - click on any of the sections below
BASIC RULES
DICTIONARY - COMMANDER
DICTIONARY - ROUTES
DICTIONARY - CONTACT

 INTRODUCTION

Comms protocols have been developed to keep talking to a minimum. Experience tells us that talking disrupts focus and although solid strategies and tactics go a long way to winning a match, you still have to kill. Training can eliminate a lot of unnecessary chat as group skillz become second nature and map landmarks and assault routes should be determined so that everyone is speaking the same language. This will also avoid players having to describe the location of a contact.


 BASIC RULES 
1. Don't talk unless you have something relevant to say
2. Don't shout, interrupt or argue

 DICTIONARIES - Know what to say/understand what's being said

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