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Tactics, Techniques and Procedures Section: Entry Techniques
In this section, we will outline 'Entry Techniques', from which a small team, unit or element can employ in structures and buildings to provide entry in to or out of an otherwise impassable environment. Additionally, it will clarify specific methods. jl

Entry Definition

          Entry

          /ˈɛntri/

          (Mass Noun)


          I. To maneuver inwards or out of a given structure, compound, system or environment.
          "...The Element stacked up, gave the order and the 1st Operator Buttonhooked in..."


Why use Entry Techniques?

Entry Techniques are important in determining the entry method to an otherwise unknown or complex environment. It can require that the team or element leader gives a contextually relevant command that helps maintain the situation, and at the same time does not increase the risk to loss of life during a combat situation. It is an inherent feature in CQB, a vital part of the tactical vernacular and is a core component of 'Small Unit Tactics' or SUT, as described by various militaries.

Entry Technique: Door Assist[]

The "Door Assist" Entry Method is employed by Operators who carefully need to negotiate a locked or barricaded entrypoint prior to affecting entry into rooms. The benefits with this technique allow for co-ordinated setting up of entry methods. Additionally, it allows for more cautious preparations to be made in lieu of a greater, more deliberate assault upon the interiors.


Critical Elements: Door Assist (Shown Right)

  1. Operator (Pointman) [OPERATOR1]
    • 'Pies' the Door, by carefully circumventing it to the other side
  2. Operator (Trooper) [OPERATOR1]
    • Stands by to Guard the Door, by aiming at the doorway itself
  3. Remainder (TEAM)
    • Follows the Entry Order upon successfully securing the door
    • Pointman becomes a 'Rear Guard' and guards room exterior
  4. Door Guards
    • Guard Opening of Entrance to Room, awaiting if room clear is confirmed, otherwise await interrogative action upon the entry
  5. Alternative (Double)
    • Remaining Operators join Stack opposite of Door Assistant
  6. Recommended
    • A Door Assist may help, especially when throwing munitions or ballistics into the room such as stun grenades / flashbangs.
    • When possible, employ Rear Guards to defend the exterior of rooms during entry, such as 4-In / 2-Out shown in example B.


Door Assistance Summary, as shown right: this can be performed by a minimum of 2-Personnel, or upwards of 6-Personnel and greater. Bare in mind that as numbers increase, so does the time it takes to enter a room. Element Leaders should consider their attack/defend ratio wisely, and as such employ a necessary number of externally posted Rear Guards, too.




Entry Technique: Linear Buttonhook[]

The "Buttonhook" or "Hook" Entry Method is employed by Operators who are seeking to quickly navigate towards a given hard corner. The benefits with this technique allow for a direct entry towards a directed corner, upon completion of the maneuver the Operator can place their back into corner areas to consolidate their AOR upon the remainder of the room in a team.


Critical Elements: Linear Buttonhook (Shown Right)

  1. Operator (Pointman) [OPERATOR2]
    • Moves to Door Assist (see Door Assist) to Open the Door
  2. Operator (Trooper) [OPERATOR1]
    • Enters First, 'Hooking' inwards along adjacent Wall of Entry
  3. Operator (Pointman) [OPERATOR2]
    • Enters Second, 'Hooking' inwards along opposite Wall of Entry
  4. Remainder (OPERATOR3 & OPERATOR4)
    • Follows the Entry Order, such as 1, 2, 3, 4 and so on & forth
    • Entryman 3 and 4 should 'consolidate' the central room AOR
  5. Door Guards (OPERATOR5 & OPERATOR6 IF AVAILABLE)
    • Guard Opening of Entrance to Room, awaiting if room clear is confirmed, otherwise await interrogative action upon the entry
  6. Recommended
    • A Door Assist may help, especially when throwing munitions or ballistics into the room such as stun grenades / flashbangs.
    • When possible, employ Rear Guards to defend the exterior of rooms during entry, such as 4-In / 2-Out shown in example B.
    • Entryman 1 and 2 must always run 'hard corners' first, and in clearing the room successfully, consolidate remaining AOR(s).


Linear Buttonhook Summary, as shown right: this can be performed by a minimum of 2-Personnel, or upwards of 6-Personnel and greater. Bare in mind that as numbers increase, so does the time it takes to enter a room. Element Leaders should consider their attack/defend ratio wisely, and as such employ a necessary number of externally posted Rear Guards, too.

Entry Technique: Double Buttonhook[]

The "Buttonhook" or "Hook" Entry Method is employed by Operators who are seeking to quickly navigate towards a given hard corner. The benefits with this technique allow for a direct entry towards a directed corner, upon completion of the maneuver the Operator can place their back into corner areas to consolidate their AOR upon the remainder of the room in a team.


Critical Elements: Double Buttonhook (Shown Right)

  1. Operator (Pointman) [OPERATOR2]
    • Moves to Door Assist (see Door Assist) to Open the Door
  2. Operator (Trooper) [OPERATOR1]
    • Enters First, 'Hooking' inwards along adjacent Wall of Entry
  3. Operator (Pointman) [OPERATOR2]
    • Enters Second, 'Hooking' inwards along opposite Wall of Entry
  4. Remainder (OPERATOR3 & OPERATOR4)
    • Follows the Entry Order, such as 1, 2, 3, 4 and so on & forth
    • Entryman 3 and 4 should 'consolidate' the central room AOR
  5. Door Guards (OPERATOR5 & OPERATOR6 IF AVAILABLE)
    • Guard Opening of Entrance to Room, awaiting if room clear is confirmed, otherwise await interrogative action upon the entry
  6. Recommended
    • A Door Assist may help, especially when throwing munitions or ballistics into the room such as stun grenades / flashbangs.
    • When possible, employ Rear Guards to defend the exterior of rooms during entry, such as 4-In / 2-Out shown in example B.
    • Entryman 1 and 2 must always run 'hard corners' first, and in clearing the room successfully, consolidate remaining AOR(s).


Double Buttonhook Summary, as shown right: this can be performed by a minimum of 2-Personnel, or upwards of 6-Personnel and greater. Bare in mind that as numbers increase, so does the time it takes to enter a room. Element Leaders should consider their attack/defend ratio wisely, and as such employ a necessary number of externally posted Rear Guards, too.

Entry Technique: Linear Direct-Entry[]

The "Direct Entry" Method is employed by Operators who are seeking to quickly affect entry into a room using maximum force. The benefits with this technique allow for a direct entry towards any opened corner, upon completion of the maneuver the Operator can place their back into corner areas to consolidate their AOR upon the remainder of the room in a team.


Critical Elements: Linear Direct Entry (Shown Right)

  1. Operator (Pointman) [OPERATOR1]
    • Enters First, 'Fluidly' inwards along opposite Wall of Entry
  2. Operator (Trooper) [OPERATOR2]
    • Enters Second, 'Hooks' inwards along adjacent Wall of Entry
  3. Remainder (OPERATOR3 & OPERATOR4)
    • Follows the Entry Order, such as 1, 2, 3, 4 and so on & forth
    • Entryman 3 and 4 should 'consolidate' the central room AOR
  4. Door Guards (OPERATOR5 & OPERATOR6 IF AVAILABLE)
    • Guard Opening of Entrance to Room, awaiting if room clear is confirmed, otherwise await interrogative action upon the entry
  5. Recommended
    • Technique is primarily used on non-doored entryways, or for doors already opened, such as during reclears or open rooms.
    • Deploying flashbangs or stun grenades into open rooms can make for rapid entry into a hostile room far easier than usual.
    • When possible, employ Rear Guards to defend the exterior of rooms during entry, such as 4-In / 2-Out shown in example B.
    • Entryman 1 and 2 must always run 'hard corners' first, and in clearing the room successfully, consolidate remaining AOR(s).


Linear Direct-Entry Summary, as shown right: this can be performed by a minimum of 2-Personnel, or upwards of 6-Personnel and greater. Bare in mind that as numbers increase, so does the time it takes to enter a room. Element Leaders should consider their attack/defend ratio wisely, and as such employ a necessary number of externally posted Rear Guards, too.

Entry Technique: Double Criss-Cross[]

The "Criss-Cross" Method is employed by Operators who are seeking to quickly affect entry into a room using maximum force. The benefits using these techniques allow for a direct entry towards any opened corner, upon completion of the maneuver the Operator can place their back into corner areas to consolidate their AOR upon the remainder of the room in a team.


Critical Elements: Double Criss-Cross (Shown Right)

  1. Operator (Pointman) [OPERATOR1]
    • Enters First, 'Fluidly' inwards along opposite Wall of Entry
  2. Operator (Trooper) [OPERATOR2]
    • Enters Second, 'Fluidly' inwards along opposite Wall of Entry
  3. Remainder (OPERATOR3 & OPERATOR4)
    • Follows the Entry Order, such as 1, 2, 3, 4 and so on & forth
    • Entryman 3 and 4 should 'consolidate' the central room AOR
  4. Door Guards (OPERATOR5 & OPERATOR6 IF AVAILABLE)
    • Guard Opening of Entrance to Room, awaiting if room clear is confirmed, otherwise await interrogative action upon the entry
  5. Recommended
    • Technique is primarily used on non-doored entryways, or for doors already opened, such as during reclears or open rooms.
    • Deploying flashbangs or stun grenades into open rooms can make for rapid entry into a hostile room far easier than usual.
    • When possible, employ Rear Guards to defend the exterior of rooms during entry, such as 4-In / 2-Out shown in example B.
    • Entryman 1 and 2 must always run 'hard corners' first, and in clearing the room successfully, consolidate remaining AOR(s).


Double Criss-Cross Summary, as shown right: this can be employed by a minimum of 2-Personnel, or upwards of 6-Personnel and greater. Bare in mind that as numbers increase, so does the time it takes to enter a room. Element Leaders should consider their attack/defend ratio wisely, and as such employ a necessary number of externally posted Rear Guards, too.


Entry Technique: High-Low Entry[]

The "High-Low" Method is employed by Operators who need to engage contact in a room using maximum cover. The benefits with this technique allow for fighting hostile contact within cover, upon the completion of the maneuver the Operator can affect entry into areas to clear the full room.


Critical Elements: High-Low Entry (Shown Right)

  1. Operator (Pointman) [OPERATOR1]
    • Prepares for 'High-Low Crouched' and awaits the 'GO' Order
  2. Operator (Trooper) [OPERATOR2]
    • Prepares for 'High-Low Standing' and awaits the 'GO' Order
  3. Operator (Leader) [IN-TEAM]
    • Orders 'GO' to execute a simultaneous 'High-Low' into door
  4. Operators (Pointman & Trooper) [OPERATOR1 & OPERATOR2]
    • Step out together, clearing targets, pie'ing the room as one
  5. Alternative (Double)
    • Steps 1-3 are Conducted (see Above), however during Step 4 the Operator's lean out from their respective doorside instead
  6. Remainder (OPERATOR3/4/5/6)
    • Await the room being cleared, or reinforce if necessary as well
  7. Recommended
    • Technique is primarily used on non-doored entryways, or for doors already opened, such as during reclears or open rooms.
    • Deploying flashbangs or stun grenades into open rooms can make for rapid entry into a hostile room far easier than usual.
    • Only utilise if force is encountered already, and entry is not an option during the immediate contact phase. Only enter if clear.
    • Follow up with an additional entry technique once area is clear enough to warrant forced entry; the technique is defense only



High-Low Entry Summary, as shown right: this can be performed by a maximum of 2-Personnel, with support from remaining team. Bare in mind that as numbers increase, so does the time it takes to enter a room. Element Leaders should consider their attack/defend ratio wisely, and as such employ a necessary number of external posted guards.


Entry Technique: Limited Entry[]

The "Limited" Entry Method is employed by a team who needs to engage contact in a room using maximum cover. The benefits with this technique allow for fighting hostile contact within cover, upon the completion of the maneuver the Operator can affect entry into areas to clear the full room.


Critical Elements: Limited Entry (Shown Right)

  1. Operator (Pointman) [OPERATOR1]
    • Prepares for 'Limited Entry' and awaits the 'GO' Order
  2. Operator (Trooper) [OPERATOR2]
    • Prepares for 'Limited Entry' and awaits the 'GO' Order
  3. Operator (Leader) [IN-TEAM]
    • Orders 'GO' to execute a simultaneous 'Limited Pie' into door
  4. Operators (Pointman & Trooper) [OPERATOR1 & OPERATOR2]
    • Step out together, clearing targets, pie'ing the room as one
  5. Alternative (Double)
    • Steps 1-3 are Conducted (see Above), however during Step 4 the Operator's lean out from their respective doorside instead
  6. Remainder (OPERATOR3/4/5/6)
    • Await the room being cleared, or reinforce if necessary as well
  7. Recommended
    • Technique is primarily used on non-doored entryways, or for doors already opened, such as during reclears or open rooms.
    • Deploying flashbangs or stun grenades into open rooms can make for rapid entry into a hostile room far easier than usual.
    • Only utilise if force is encountered already, and entry is not an option during the immediate contact phase. Only enter if clear.
    • Follow up with an additional entry technique once area is clear enough to warrant forced entry; the technique is defense only
    • Can be performed by a single Operator, but is extremely risky when considering the potential for counter-attack on individual



Limited Entry Summary, as shown right: this can be performed by a maximum of 2-Personnel, with support from remaining team. Bare in mind that as numbers increase, so does the time it takes to enter a room. Element Leaders should consider their attack/defend ratio wisely, and as such employ a necessary number of external posted guards.

Entry Technique: Directional Flood[]

The "Directional Flood" Entry Method is employed by a team who seek to quickly affect entry into a room using maximum force. The benefits using these techniques allow for a direct entry towards any opened corner, upon completion of the maneuver the Operator can place their back into corner areas to consolidate their AOR upon the remainder of the room in a team.


Critical Elements: Directional Flood (Shown Right)

  1. Operator (Pointman) [OPERATOR1]
    • Enters 'Fluidly' inwards along possible Wall of Entry
  2. Operator (Trooper) [OPERATOR2]
    • Enters 'Fluidly' inwards along possible Wall of Entry
  3. Operator (Trooper) [OPERATOR3]
    • Enters 'Fluidly' inwards along possible Wall of Entry
  4. Operator (Trooper) [OPERATOR4]
    • Enters 'Fluidly' inwards along possible Wall of Entry
  5. Door Guards (OPERATOR5 & OPERATOR6 IF AVAILABLE)
    • Guard Opening of Entrance to Room, awaiting if room clear is confirmed, otherwise await interrogative action upon the entry
  6. Recommended
    • Technique is primarily used on non-doored entryways, or for doors already opened, such as during reclears or open rooms.
    • Deploying flashbangs or stun grenades into open rooms can make for rapid entry into a hostile room far easier than usual.
    • When possible, employ Rear Guards to defend the exterior of rooms during entry, such as 4-In / 2-Out shown in example B.


Directional Flood Summary, as shown right: this can be employed by a minimum of 2-Personnel, or upwards of 6-Personnel and greater. Bare in mind that as numbers increase, so does the time it takes to enter a room. Element Leaders should consider their attack/defend ratio wisely, and as such employ a necessary number of externally posted Rear Guards, too.


Entry Technique: Center Flood[]

The "Center Flood" Entry Method is employed by Operators who seek to quickly affect entry into a room using maximum force. The benefits using these techniques allow for a direct entry towards any opened corner, upon completion of the maneuver the Operator can place their back into corner areas to consolidate their AOR upon the remainder of the room in a team.


Critical Elements: Directional Flood (Shown Right)

  1. Operator (Pointman) [OPERATOR1]
    • Enters 'Fluidly' inwards to Center AOR
  2. Operator (Trooper) [OPERATOR2]
    • Enters 'Fluidly' inwards to Center AOR
  3. Operator (Trooper) [OPERATOR3]
    • Enters 'Fluidly' inwards along remainder Wall of Entry
  4. Operator (Trooper) [OPERATOR4]
    • Enters 'Fluidly' inwards along remainder Wall of Entry
  5. Door Guards (OPERATOR5 & OPERATOR6 IF AVAILABLE)
    • Guard Opening of Entrance to Room, awaiting if room clear is confirmed, otherwise await interrogative action upon the entry
  6. Recommended
    • Technique is primarily used on non-doored entryways, or for doors already opened, such as during reclears or open rooms.
    • Deploying flashbangs or stun grenades into open rooms can make for rapid entry into a hostile room far easier than usual.
    • When possible, employ Rear Guards to defend the exterior of rooms during entry, such as 4-In / 2-Out shown in example B.


Center Flood Summary, as shown right: this tech. can be employed by a minimum of 2-Personnel, or upwards of 6-Personnel and greater. Bare in mind that as numbers increase, so does the time it takes to enter a room. Element Leaders should consider their attack/defend ratio wisely, and as such employ a necessary number of externally posted Rear Guards, too.


Entry Technique: Wall Flood[]

The "Wall Flood" Entry Method is employed by Operators who seek to quickly affect entry into a room using maximum force. The benefits using these techniques allow for a direct entry towards any opened corner, upon completion of the maneuver the Operator can place their back into corner areas to consolidate their AOR upon the remainder of the room in a team.


Critical Elements: Directional Flood (Shown Right)

  1. Operator (Pointman) [OPERATOR1]
    • Enters 'Fluidly' inwards to hard-corner AOR
  2. Operator (Trooper) [OPERATOR2]
    • Enters 'Fluidly' inwards to hard-corner AOR
  3. Operator (Trooper) [OPERATOR3]
    • Enters 'Fluidly' inwards to entryway AOR
  4. Operator (Trooper) [OPERATOR4]
    • Enters 'Fluidly' inwards to entryway AOR
  5. Door Guards (OPERATOR5 & OPERATOR6 IF AVAILABLE)
    • Guard Opening of Entrance to Room, awaiting if room clear is confirmed, otherwise await interrogative action upon the entry
  6. Recommended
    • Technique is primarily used on non-doored entryways, or for doors already opened, such as during reclears or open rooms.
    • Deploying flashbangs or stun grenades into open rooms can make for rapid entry into a hostile room far easier than usual.
    • When possible, employ Rear Guards to defend the exterior of rooms during entry, such as 4-In / 2-Out shown in example B.


Wall Flood Summary, as shown right: this tech. can be employed by a minimum of 2-Personnel, or upwards of 6-Personnel and greater. Bare in mind that as numbers increase, so does the time it takes to enter a room. Element Leaders should consider their attack/defend ratio wisely, and as such employ a necessary number of externally posted Rear Guards, too.

Entry Technique: 3-Man Secure[]

The "Secure Team" Entry Method is employed by a unit seeking to quickly affect entry into a room using their limited force. The benefits using these techniques allow for a direct entry towards any opened room corner, upon completion of the maneuver the Operator can place their back into corner areas to consolidate their AOR upon the remainder of the room in a team.


Critical Elements: 3-Man Secure (Shown Right)

  1. Operator (Pointman) [OPERATOR1]
    • Enters 'Fluidly' inwards to hard-corner AOR
  2. Operator (Trooper) [OPERATOR2]
    • Enters 'Fluidly' inwards to hard-corner AOR
  3. Operator (Rear Guard) [OPERATOR3]
    • Holds to provide Door Security
  4. Door Guards (Rear)
    • Enters only upon hearing 'All Clear' to reconvene with unit
  5. Recommended
    • Element must employ haste, due to limited numbers, will be useful to combine with other entry techniques during mission.
    • Deploying flashbangs or stun grenades into open rooms can make for rapid entry into a hostile room far easier than usual.


Secure Clearing Summary, as shown right: this tech. can be employed by a minimum of 2-Personnel, or upwards of 3-Personnel and greater. Bare in mind that as numbers increase, so does the time it takes to enter a room. Element Leaders should consider their attack/defend ratio wisely, and as such employ a necessary number of external guards.

Entry Technique: 4-Man Secure[]

The "Secure Team" Entry Method is employed by a unit seeking to quickly affect entry into a room using their limited force. The benefits using these techniques allow for a direct entry towards any opened room corner, upon completion of the maneuver the Operator can place their back into corner areas to consolidate their AOR upon the remainder of the room in a team.


Critical Elements: 4-Man Secure (Shown Right)

  1. Operator (Pointman) [OPERATOR1]
    • Enters 'Fluidly' inwards to hard-corner AOR
  2. Operator (Trooper) [OPERATOR2]
    • Enters 'Fluidly' inwards to hard-corner AOR
  3. Operator (Rear Guards) [OPERATOR3 & OPERATOR4]
    • Holds to provide Door Security
  4. Door Guards (Rear)
    • Enters only upon hearing 'All Clear' to reconvene with unit
  5. Recommended
    • Element must employ haste, due to limited numbers, will be useful to combine with other entry techniques during mission.
    • Deploying flashbangs or stun grenades into open rooms can make for rapid entry into a hostile room far easier than usual.


Secure Clearing Summary, as shown right: this tech. can be employed by a minimum of 2-Personnel, or upwards of 4-Personnel and greater. Bare in mind that as numbers increase, so does the time it takes to enter a room. Element Leaders should consider their attack/defend ratio wisely, and as such employ a necessary number of external guards.

Entry Technique: 5-Man Secure[]

The "Secure Team" Entry Method is employed by a unit seeking to quickly affect entry into a room using their limited force. The benefits using these techniques allow for a direct entry towards any opened room corner, upon completion of the maneuver the Operator can place their back into corner areas to consolidate their AOR upon the remainder of the room in a team.


Critical Elements: 5-Man Secure (Shown Right)

  1. Operator (Pointman) [OPERATOR1]
    • Enters 'Fluidly' inwards to center AOR
  2. Operator (Trooper) [OPERATOR2]
    • Enters 'Fluidly' inwards to hard-corner AOR
  3. Operator (Trooper) [OPERATOR3]
    • Enters 'Fluidly' inwards to hard-corner AOR
  4. Door Guards (Rear Guards) [OPERATOR4 & OPERATOR5]
    • Enters only upon hearing 'All Clear' to reconvene with unit
    • Holds to provide Door Security
  5. Recommended
    • Element must employ haste, due to limited numbers, will be useful to combine with other entry techniques during mission.
    • Deploying flashbangs or stun grenades into open rooms can make for rapid entry into a hostile room far easier than usual.


Secure Clearing Summary, as shown right: this tech. can be employed by a minimum of 2-Personnel, or upwards of 4-Personnel and greater. Bare in mind that as numbers increase, so does the time it takes to enter a room. Element Leaders should consider their attack/defend ratio wisely, and as such employ a necessary number of external guards.

Entry Technique: 6-Man Secure[]

The "Secure Team" Entry Method is employed by a unit seeking to quickly affect entry into a room using their limited force. The benefits using these techniques allow for a direct entry towards any opened room corner, upon completion of the maneuver the Operator can place their back into corner areas to consolidate their AOR upon the remainder of the room in a team.


Critical Elements: 6-Man Secure (Shown Right)

  1. Operator (Pointman) [OPERATOR1]
    • Enters 'Fluidly' inwards to corner AOR
  2. Operator (Trooper) [OPERATOR2]
    • Enters 'Fluidly' inwards to hard-corner AOR
  3. Operator (Trooper) [OPERATOR3 & OPERATOR4]
    • Both Enter 'Fluidly' inwards to entryway AOR
  4. Door Guards (Rear Guards) [OPERATOR5 & OPERATOR6]
    • Enters only upon hearing 'All Clear' to reconvene with unit
    • Holds to provide Door Security
  5. Recommended
    • Element must employ haste, due to limited numbers, will be useful to combine with other entry techniques during mission.
    • Deploying flashbangs or stun grenades into open rooms can make for rapid entry into a hostile room far easier than usual.


Secure Clearing Summary, as shown right: this tech. can be employed by a minimum of 2-Personnel, or upwards of 6-Personnel and greater. Bare in mind that as numbers increase, so does the time it takes to enter a room. Element Leaders should consider their attack/defend ratio wisely, and as such employ a necessary number of external guards.






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