Wednesday, June 30, 2010


The other day, my friend Chad showed me a jacket he had his eyes set on. This jacket, the Kitanica Mark IV is quite impressive, and it and its fellow products are part of an interesting tacticool lineup.

Chris Cronin, of Kitanica, was kind enough to send me some information and cool photos.

Note: Foliage and ACU variants are being discontinued.


As a fan of both pneumatic launchers (see: paintball) and line-throwing i found this very cool:

There's always some part of me that wonders what kind of paintball applications could be taken from this. Perhaps use them as a long range mortar of sorts for scenarios?

The actual product is a non-lethal line thrower for marine rescue applications, with a sister product that launches a grapnel hook at long distances.

S-Thunder 40mm Paintball/Airsoft Grenade Review

Product: S-Thunder 40mm Grenade and Foam Ball Grenade

Price: Roughly $50.00 each

Options: Three different colour options, long and short barrels, standard and CO2 cores.

  • Holds bbs, paintballs and anything else you can fit in them
  • Foam grenades hold specially designed 33mm foam balls, standard 40mm grenade can be used with red caps to hold contents in
  • Can be used with top/green gas, or CO2 if used with a pink core

Protecting the Boyz

"Protecting the boyz" is a serious consideration for anyone getting into the sport of paintball. By this I don't mean watching your teammates's backs, or providing cover fire during a game (although this is important too). What I mean is protecting your chance to have future boys (and girls) by padding your "boyz" against brutal paintball hits.

When I first played paintball years ago, I didn't give any thought to groin protection. After all, what were the odds of getting hit in that exact spot? I figured being behind cover all the time, I'd mainly be hit while running, with my moving thighs protecting my nuts from side shots. And being a first-time player, I wouldn't be running head-on towards an opponent in any bonzai charges either. I figured it was no big deal, and if by some slim chance I did get hit in the breadbasket by a paintball, I'd just walk it off like any other hit and carry on playing. Well, you can see where this is going! In the final game of the night, I got shot right in the tip of the johnson at point blank range, and I screamed like a little girl in front of all the other players watching and laughing from the observation deck of the indoor field! It was so painful that until I got to the bathroom to check, I thought the impact had split the skin. Luckily, everything was in place and functioning as it should've, but I never played paintball again without taking steps to pad that area.

Now I realize this might be a difficult topic to discuss among rough and tough Milsim players. But let's all be secure in our manhood for the next 5 minutes, and take a quick look at the options for saving our privates!

Monday, June 28, 2010

Hitman Paintball's Barrel Test

Hitman Paintball, formally a milsim paintball store in Canada, is in the midst of running an extensive barrel test. The driving force behind Hitman and the barrel test itself is one Stan Boudreau. At the time of his last post, he had 16 companies sending barrels to him for the test. Should he finish the test, it will be a nice compendium of the properties of many different barrels.

Sunday, June 27, 2010

Sunday Snapshot

G.I. Gestapo

I'm a nerd tried and true. But sometimes some aspects of nerd-dom escape me. This for example:

I have no idea why anyone would pay $200 for a 1/6 scale WWII German Spy "Military Figure", but I suppose there must be a following amongst the milsim crowd. I say this because both and Ebaybanned have whole pages dedicated to various collectible 1/6 scale toys. 

Saturday, June 26, 2010

Mounting an MD80 Camera to JT Goggles

After reading Connor's review of the MD80 micro camera, I decided to order a couple of these cheap cameras for use on the field. But unfortunately the MD80 comes with a variety of mounts that don't really seem suited for paintball goggles. The tall shape of the unit also presents a problem for mounting it as a gun camera.

I've seen Connor wearing his MD80 tucked into one of the MOLLE loops on his vest, but I found personally that this didn't work for me. I tend to crouch a lot when I play, and with the camera on my vest all of my hunching over points the camera at the ground 6 feet ahead of me. I also found that since I keep most of my torso behind cover, exposing only my eye and gun to shoot, my cover blocks the camera on my vest. This leads to a lot of great footage of the ground and the back of my bunker, but nothing very exciting to say the least.

Luckily my main paintball mask this season is a JT ProFlex Revolution. JT goggles have these handy venting holes around the forehead of the mask, which line up perfectly with the screw holes on one of the mounts included with the MD80.

Thursday, June 24, 2010

THOR Tactical Energy Review with Giveaway

So you've got all your tacticool bases covered. Now how's about some tacticola? THOR Global Defense Group (pretty kick-ass name) has got your back, with the THOR Tactical Energy drink. Containing many of the staple energy drink ingredients such cafeine, taurine and B-vitamins, it's sure to keep you awake and amped up for whatever it is you need to do. Even if that means sitting on your butt to finish that marathon Call of Duty/Battlefield/etc. session you're wrapping up at three in the morning.

Wednesday, June 23, 2010

BYOP Events & Ottawa X-Treme Paintball

Bring your own paint (BYOP) events are pretty damn practical for regular paintballers. Most Big Game events don't sell paintballs by the bag, and force you to splurge on a full case for the day. For those of us who shoot conservatively, or use limited ammo devices like magazines and tac-cap loaders, that means a lot of leftover paint coming home with you at the end of the day. This can lead to pretty large stockpiles in your basement over the course of a season (that's 4000 and counting in the photo above). BYOP events allow you to make use of those leftover paintballs, instead of letting them go bad.

Since most paintball fields make the bulk of their profit on paintball sales, BYOP events are pretty rare in paintball in general. This holds true in Ottawa as well, with most fields in the area being "field paint-only" operations. One exception to this is a field called Ottawa X-Treme Paintball (OXP).

Milsim Empire

Milsim Empire is the be-all and end-all milsim paintball forum. Filled with notable paintball personalities, friendly staff and an enthusiastic community, you're sure to feel right at home.  

Have a question about your lofty-goaled mod? Can't find anybody to play with in your area? Chances are somebody at Milsim Empire will be able to help you out, and with recent updates to the website, forums are faster than ever.

So what are you waiting for? Register now and start networking with a myriad of diverse and dedicated milsim enthusiasts. Be sure to look out for me on the forums (under the moniker Sandbox_Fedaykin).

Monday, June 21, 2010

PenCott and Hyde Definition

What do you get when you mix Roland Penrose and Hugh B. Cott? Well PenCott of course.

Saturday, June 19, 2010

New Milsig Sponsorship: Inops Suspicio

A big congratulations goes out to the members of Inops Suspicio, for their brand spanking new Milsig sponsorship! These guys have a great presence not only in the Ontario paintball scene, but also in various online media, where they contribute a lot to the milsim community. Keep up the great work, and hopefully I'll get the chance to play with you guys some day.

Announcement video after the jump.

Video Dump - June 19th 2010

What do you get when you mix cockfight organizers on the run and a field full of eager paintballers?

Note: Grey Ops in no way condones the use of paintballs by civilians for anything other than recreational purposes. 

Thursday, June 17, 2010

Low-Cost Milsim Boots

Footwear for paintball doesn’t have to be complicated. Basically, any shoe or boot meant for hiking or the outdoors will work well in a paintball game, and depending on how well-kept your field is, you might even be able to get away with cross-training shoes or cleats. But as a Milsim player, not only do you want capable footwear, you want something that completes your “tacticool” look as well.

These days the “holy grail” of footwear for Milsim paintball and Airsoft players is the Oakley SI Assault Boot. But as I mentioned in my recent review, the $200 price tag on them puts them out of reach for practical paintball players who aren’t made of money. If you’re not willing to pay the cost of a brand new marker for something you put on your feet every couple of weeks on the field, you’ll have to look around for something less costly.

S-Thunder Preview

Background courtesy of A-TACS
Grey Ops has been given the great opportunity to look at some S-Thunder products, and over the next few weeks comprehensive reviews on several of their products will be posted up. If there are any questions I can answer for you, or there's something specific you'd like to see in a review, let me know! 

Wednesday, June 16, 2010

Oakley SI Assault Boot Review

Thanks to the Oakley Forces Program, I was able to pick up some 8" Oakley SI Assault Boots recently at a great price. I got a black pair for business, and a desert pair for pleasure (and by pleasure, of course I mean Milsim paintball). Both are nearly identical except for colour and the materials used, and throughout this review I'll be focusing on the black version.

Marking Airsoft Pellets

You don't often see attempts to bridge the gap between milsim paintball and airsoft. But for a year or so now, GameFace has been marketing a product that attempts to do just that by creating a bb pellet with marking capability. Verdict Marker BBs are covered with a dry powder, that transfers to the target upon impact.

Tuesday, June 15, 2010

Enough Drowning Pool Already

I don't often go off on unreasonable tirades, but this is one of those rare occasions that merits a rant concerning something of no great importance. 

Saturday, June 12, 2010

Tiberius T4 Review

Product: Tiberius T4

Price: $1,000 CDN

Friday, June 11, 2010

Video Preview of the RAP4 Box Mag

Oakley Forces Program

American servicemen and women have long been able to purchase quality Oakley tactical gear at reduced prices through the Oakley Government Sales Program. However, not so well-known is the alternative for Canadians, known as the Oakley Forces Program.

Thursday, June 10, 2010

CANSEC 2010 Report

CANSEC is a national defence and security industry trade show held yearly in Ottawa, Ontario. Representatives from over 200 electronics, aerospace, and technology firms converge to present their products to potential buyers from government and private industry. The show isn't open to members of the general public, and a strict registration process has to be followed to attend. This year, CANSEC was held June 2nd and 3rd at Lansdowne Park, South of downtown Ottawa.

New Canadian Distributor of S-Thunder

Canadians interested in S-Thunder products (such as their double barreled grenade launcher) will be happy to know that there is now a Canadian distributor for S-Thunder, Tactical Innovations, located in Calgary. Stay tuned for more S-Thunder news and reviews.

Wednesday, June 9, 2010

Official Grey Ops Logo

New official Grey Ops logo.

Grey Ops' logo is an obfuscated combination of a G and an O (for Grey Ops), made to resemble a common annular iron sight. Hope you like it!

Who Killed G.I. Milsim?

If you've followed the blog for a while, you may remember that I interviewed Richmond Italia way back in January (and if you've done some digging you may have even seen one of my first posts, looking at the FM50). Even then, I had done the interview because it had seemed like forever since anyone had heard anything from this fledgling company. Well it's been five months, and we have heard little to nothing further from them.

Tuesday, June 8, 2010

Milsim Bombs

If you're looking for some cool milsim or scenario props, why not make yourself a bomb? And by bomb I mean a toy that makes a loud noise, has lots of wires and is used in a completely safe way in a paintball game.

To give you an idea of what I'm talking about, take a look at this playlist I created of various milsim bombs:

All part of the Grey Ops Youtube channel.

If you don't want to make your own device, you might have to settle for a more low-tech equivalent. A Japanese company makes a rather convincing looking fake bomb which retails for 7,718 squiggly things, as seen below:

If the above product is too expensive or superlative for your tastes, you can use a regular alarm clock, a pocket watch, or modify a comically designed clock:

Well, now that I've made a few more watch lists by making a post about "bombs", remember that you can contact me with any harassments/threats/cease and desist orders right here. And I suppose if you have any suggestions, ideas or comments, you can send them there too.

Ottawa Relay-For-Life Paintball Fundraiser Report

The Event

May 29th, 2010, the first Relay-For-Life paintball tournament was held at JT’s Frontline Paintball in West Ottawa. About 50 people got together for fun and charity, with a portion of the admission fee and paintball sales going towards cancer research.

The organizers and volunteers on-hand made everyone feel welcome, and made sure everyone had a great time.

Monday, June 7, 2010

Red Paintballs

Red's a primary colour, and is seen everywhere, so why don't you see more red paintball fill? 

The obvious answer is that it resembles (to varying degrees) that other red liquid, blood. In the end, commercial paintball largely frowns upon this comparison, and subsequently red paintball fill is somewhat of a black sheep in the paintball industry.

In fitting with a milsim play style, paintball fill that looks like blood does evoke a certain sense of authenticity to any elimination. A goggle lens soaked in gooey red liquid conjures a visceral reaction from the wearer, while adding to the realism of the game. 

The three large drawbacks to red fill lie in:
  1. The inability to distinguish between real blood and paintball fill.
  2. The public image drawn from paintballers using fill that looks like blood.
  3. It stains like crazy.
A mixture of blood and paint.

The obvious reason for the indistinguishability between blood and paint being a problem is that you can't tell when you're bleeding or seriously injured. In looking at the picture above, you might not realize that the hit is actually bleeding.

In addition, some players may overreact to being hit if the paint looks like blood. A story related to me on a forum went as follows: A player was hit on his goggle lens during a local BYOP game with a red paintball, and was unable to see out of his left eye. Thinking that he was hit through the lens and there was blood everywhere, he screamed and whipped off his mask, and was left vulnerable to potentially dangerous paintball hits. As a result of this incident, red paintballs were subsequently banned from this establishment.

Eh? What was that?

By using paintballs that look like blood, anti-paintball media is given easy cannon fodder. It only feeds uninformed and uninterested pundits that feel that paintball is some kind of juvenile hyper-realistic ultraviolence.

This isn't written with the intent of banning red fill or scaring people against using it. But if you do use it, for your sake and the sake of paintball as a whole, be smart about it.

A special thanks goes out to Jake, thanks for all your help!

Saturday, June 5, 2010

Paintall CQB Tactics, Part 7 - CQB Week

In Part 6 of this Paintball CQB Tactics series, I explained the considerations and tactics involved in a Dynamic Entry ("Room-Clearing") operation. Now in this final installment, I'm going to showcase some video clips of real-life fighting forces training for Dynamic Entry. (If you haven't had a chance to read the theory portion yet, please take the time to read Part 6 so that you have a better understanding of what you're watching).

(If you have trouble viewing the videos in the proper aspect ratio due to Blogger's formatting, simply double-click a video to watch it in an independent YouTube window)

For starters, here's an old video clip from the documentary program FRONTLINE about US Navy SEALs training for CQB. (Note the SEAL lazing/muzzling his teammate's head with a loaded MP5 at 3:00 during a Dynamic Entry exercise, and the crap he takes from his instructor after. It just goes to show that even elite soldiers sometimes make this mistake).

Next, watch some Iraq-bound US Army reservists training for Dynamic Entry at OPSGEAR's Urban Warfare Center. Note with a 5-man team, the #5 man can turn around and cover the door to protect the assault team's rear flank. There's a lot of great tips in these videos. (Notice the instructor advising the female soldier to hold her weapon up at 1:59).

And finally, watch infantry from our very own Canadian Forces conduct Dynamic Entry training using 2-man and 4-man breaching teams. They demonstrate how to deal with barricades in a room, and you'll also see an example of Popping (described in Part 5) at 4:20.

There's plenty of great information in these videos and in this series on how to conduct CQB operations and Dynamic Entry. Even then, none of it is any good unless you get out there and PRACTICE it. Take a few afternoons with your team and hit the village section of your local field, deliberately applying the principles of paintball CQB tactics until you've mastered what you've learned.

And speaking of mastery, keep in mind that I've just laid out the BASICS of CQB, and it still took a full 8 articles to cover! Close-quarters tactics are such a fine art that even professional soldiers and police with years of experience still learn new things all the time. No matter your experience level, CQB is ALWAYS complicated and dangerous...but you can make it LESS complicated and LESS dangerous by knowing what you're doing.

In future articles on Grey Ops, I'll go further into team CQB tactics and formations, and more advanced tactics.

I hope you enjoyed this series, and the Grey Ops May Theme Month in general. If you have any questions, comments, or suggestions for future themes, take a minute and drop Connor a line!

Paintball CQB Tactics, Part 6 - CQB Week

Dynamic Entry (AKA "Room-clearing") is one of the most dangerous maneuvers in a CQB environment. Every room is a hard point, with limited avenues of attack. On top of that, the narrow doorway is a fatal funnel that you usually have no choice but to pass through (see Part 5 of this series for an explanation of hard points and fatal funnels). Even in an empty room with no cover, the defender usually has the advantage; all he has to do is point his weapon at the doorway, twitch his trigger finger at the slightest sign of movement, and at least one of the attacking team will go down.

Because of this level of danger, you don't just mindlessly rush into a room and start blasting away (and don't close your eyes either). There are measures you can take to reduce your risk of getting shot the second you come through that door.

The first consideration is knowing how to use the tools at your disposal to increase your effectiveness.

Weapon handling for dynamic entry

Your weapon will be useless coming through that door if you have it pointed at the ground, or if the barrel gets caught in the door frame. So I'll outline some tips for proper weapon handling when raiding a room.

First, KEEP YOUR GUN UP!!! With a bad guy pointing a weapon at the door you're coming through, it may come down to a contest of who can twitch their trigger finger the fastest. With the defender already having the advantage, you don't want your weapon pointed at the ground so that it takes you another second and a half to react and fire. You need to be ready to shoot at a split-second's notice.

The next most important thing is to use instinctive shooting to engage your opponent. With everything happening in a split second when entering a room, you don't have time to aim down your weapon's sights, line up your shot with your dominant eye, and carefully squeeze off a shot at the threat. With instinctive shooting, you keep both eyes open, point your weapon at your target, and fire off your rounds quickly. This of course is not the best way to shoot accurately, but when you're 9 feet away from your opponent and he's pointing his weapon back at you, it's less a question of accuracy, and more a question of speed. You can still improve your accuracy using two methods however:

1) Keep your gun up! Yes, I'm harping on this again. By keeping your weapon aimed high, it's closer to your line of sight, and you'll able to align it with your target more easily

2) When gripping your weapon in close quarters, point the index finger of your lead hand out in line with the barrel. Pointing is a simple act you've practiced all your life, to the point where you've mastered it. With your finger positioned like this on the weapon, you just POINT your lead finger at what you want to shoot, and you're pretty much on target. No aiming required!

The ideal weapons for dynamic entry are compact, with short barrels. Smaller paintball markers (like the TM-7) or pistols are great for dynamic entry.

If you use a long marker though, either an M4-style one like a Milsig, or a typical marker with a long barrel, you need to work with what you have. Keep your weapon in close and tight to you when going through a doorway. The tighter you keep your marker, the less chance you have of bumping into the door frame, or snagging it on some other obstruction on the way into the room. Tuck the stock or tank under your arm or over your shoulder when you enter through a narrow doorway, then punch it out quickly to a proper instinctive shooting position right after entry.

On the same topic of keeping the weapon tight, in close quarters you should grip the weapon by a front post grip. This gives you better control over the marker, and allows you to swing it around faster than if your support hand is extended far out along the foregrip. Alternatively, if you don't have a front post mounted on your marker, you can grip it around the front of the magazine well.

Equipment for Dynamic Entry

Proper equipment selection and usage is also an important consideration for dynamic entry operations.

Sling types

Conventional 2-point and 3-point slings can get caught on door handles or other protrusions in tight environments. Wishbone slings (Y-shaped ones that clip onto a tactical vest) and 1-point slings are ideal for dynamic entry and CQB situations. They provide adequate support, while allowing you to keep your weapon in tight without having extra strapping to get snagged on things. In fact, these sling types are often marketed as "CQB slings", because of how well-suited they are to close combat.

Tactical flashlights

There are a lot of good tactical flashlights on the market that are well-suited to dynamic entry and CQB. The authentic police and military ones tend to be expensive, however thanks to the Chinese, decent knock-offs of these tools can be had for a lot less money, and are just fine for hobby use. One of these, the Solarforce L2, was reviewed by Connor on Grey Ops recently. Pressure/tape switches and mounting brackets for this and other lights can be had for cheap from Deal Extreme. Here are a few things to keep in mind when selecting a good tactical light, and using it in a CQB/dynamic entry environment:

-There are currently two main types of tactical flashlights on the market - Light-Emitting Diodes (LEDs) and incandescent lamps (including Xenon lamps). The latter is old technology, and tends to be dimmer and less energy efficient. LEDs tend to give off more uniform, brighter light, but aren't as "warm" (yellowish), so they can be harsh on your night vision.

-Make sure you choose a model that you can "strobe", in other words that you can flash on for a split second by tapping the end cap or squeezing the pressure switch. You don't want to leave your light on the whole time you enter a dark room, as that gives your opponent something to track and shoot at. Instead, just strobe the light every couple seconds to get a picture of what's in the room.

-DO NOT SILHOUETTE your buddies!!! Silhouetting occurs when you're behind a teammate and turn on your flashlight, giving the teammate ahead a nice silhouette/outline. The enemy facing him sees a perfect dark shape to shoot at, surrounded by an aura of light, all thanks to you! So keep the flashlight off if a friendly is ahead of you.

-Whenever possible, close your shooting eye when strobing your light. This keeps your shooting eye sensitive to the dark and keeps you from frying your own night vision.

-When you enter a room, strobe your flashlight and yell GO GO GO or BREACHING BREACHING. If you don't use a "flashbang" grenade (and who in paintball does?), the blinding light and yelling can equally disorient the room's occupants.

Other equipment considerations

An important consideration is to equip yourself only with what you really need. Despite the old adage "It's better to have something and not need it, rather than need something and not have it" doesn't apply here. Too much kit is a bad thing, because it's way too easy to get caught or jammed up when going through a door. Keep in mind too that extra equipment like leg bags, knapsacks, and open dump pouches just make you a bigger target for a paintball hit. And in paintball, even hits to your equipment count for elimination, even if in real life the bullet would just pass through whatever bag was hit, and the operator would continue unharmed.

Dynamic Entry basics

Now let's get down to brass tacks - the proper way to storm into that room! First up, how should you approach the room you intend to attack? Should you try to sneak up and surprise the occupants when you burst in? Or should you communicate loudly with your teammates, announcing your presence and intimidating the occupants?

The way you approach the target room depends entirely on the situation. If you feel you can sneak up to the room, and you can creep quietly on a soft carpet floor, then by all means try to do so, and surprise the hell out of the occupants of the room when you breach. However, take a moment to think of what's involved in that. It involves a bunch of people on your team wearing heavy boots and other combat gear being absolutely quiet, not bumping into the wall when they stack up, not coughing, not whispering, and not having any loose paintballs in their hoppers or pods rattling around like castanets! As stealthy as you think you and your team are, you probably sound like a herd of elephants coming down a hallway with a typical wood or concrete floor.

Also, remember the discussion of top-down building assaults discussed in Part 5? The idea is to flush the enemy out of their entrenched positions and into the open so you can engage them on your own terms. If they hear a bunch of attackers coming down the hall, yelling loudly and aggressively like a finely-honed war machine, you may cause them to retreat out of the room and pull back. This is what you want, because when you assault a room where they're waiting for you, the attacking team is ALWAYS at a disadvantage.

Consider too if there are alternate points of entry to the room. Can you enter by a window, drop down from a skylight, or climb up through a sewer or trap door? Could you "slice the pie" on an open doorway or window to the room, and take out any threats inside that way instead? Remember, you want to avoid going into that room if you can, because the nature of room-clearing favours the defender(s).


In this part of the series I'll be covering a room assault from the perspective of a 4-member team. If you've got more team members available for the assault then you'll have to modify the tactics slightly, but the general principles will remain the same. Generally, 4 members is a good number to work with, so that you don't trip all over each other going in, and reduce the chances of a friendly fire incident. Additional team members can be kept in reserve out in the hallway to fill in any gaps where they're needed (and by gaps, I mean members of your team getting taken out when they go in!).

Because of the narrow door, it's obviously much easier for a 4-man team to enter a room in a single file. To accomplish this, the team needs to "stack up" short of the doorway. The team should stay tight to the wall, so that they only have to worry about threats from 180 degrees while "stacked".

While waiting in the stack, each teammate has an area of responsibility (AOR) to cover. The lead man (#1) covers the area directly ahead of the team with his eyes and weapon. He watches for anyone coming out of the doorway the team is about to assault, or any threat coming down the hallway. #2 points his weapon ahead diagonally, and covers the exposed side of the team. #3 in the stack is responsible for covering high, keeping an eye on high ground, such as overhanging balconies, etc. Lastly, #4 covers the ass of the team. His area of responsibility is EVERYWHERE to the rear of the team - high, low, down the hallway, everywhere.

During dynamic entry, the greatest risk is generally to the first 2 attackers breaching the room. Because the team leader (TL) is important to the mission, ideally he should be #3 in the stack (or later if you have an assault team larger than 4 members). If possible, the rear cover position shouldn't be occupied by the TL, since he needs to be facing forward to observe the tactical situation and make the right calls.

Before continuing, I have to emphasize the importance of TRUST among team members. You have to cover your assigned sector, and trust that the other members of your team will do the same. If you cross into another member's AOR, you leave your own AOR uncovered and jeopardize the team. So don't cross over into another AOR!

Something else that bears mention is the importance of PHYSICAL CONTACT in a stack. In extremely dark hallways where it's very hard to see, it's important that team members maintain physical contact with each other. This doesn't have to be awkward, and keeping your left hand on the left shoulder of the teammate is enough. Basically, you want to be able to feel when your team ahead is beginning to move. Otherwise, #1 in the stack could breach the room, while #2 has no idea that he's gone ahead, leaving #1 assaulting the room alone (which is a very BAD thing). Remember too that the rear cover team member is facing away from everyone else in the stack and won't see the team move, so it's very easy for him to get left behind if there's no physical contact with the team.


Entering the room is referred to as breaching. The most important rule to follow when breaching is to CLEAR THE FATAL FUNNEL! In all likelihood any defenders have their weapons pointed right at that doorway, and if you're entering a dark room from a lit hallway, the hallway light will silhouette you. So you want to spend as little time there as possible.

The two methods of dynamically entering a room are CROSSING and BUTTONHOOKING. Crossing means cutting across the doorway in a straight line to the opposite side. Buttonhooking means curling tightly around the door frame into the room. To fully illustrate both movements, and the entire Dynamic Entry process, I'll explain it using diagrams:

A very important concept in Dynamic Entry is the Right-Hand Rule. 90% of human beings are right-handed. When facing a door and called upon to lift their right arm and shoot quickly under stress, they'll shoot high and to their right with that first shot or burst. That means the first attacker into the room needs to enter low and to the defender's left whenever possible. From the breacher's perspective, it means #1 needs to go in heading to his right side. In the diagram above, #1 crosses into the room to the right (the defender's left).

Obviously, if #1 sees a threat in the room, he should engage it right away if he wants to survive. However, barring an obvious threat, his first priority should be to "DIG" the corner. In a room with no cover or barricade, a defender's preferred position is in the corner. This is for the same reason that you move along walls in FIBUA (see Part 5); a defender in a corner is surrounded by walls on two sides, and only has to worry about threats directly in front of him.

The #2 breacher then immediately follows #1 in and buttonhooks around to the left side of the room. You don't need to enter to the right this time, because the defender(s) eyes and weapon is already tracking assaulter #1 in the other direction. So entering to the left is comparatively safe at this point. Once again, if a threat is immediately visible, #2 engages it, but if not then the priority is digging the corner directly to the left of the door.

The #3 breacher then immediately follows #2 into the room, crossing this time. But he DOES NOT dig the corner! ONLY the first man in on each side digs the corner, otherwise #3 would end up muzzling/lazing #1 (see Part 2 of this series for an explanation of lazing). Remember that you have to TRUST that your teammates are covering their AORs, and that corner is #1's AOR. #3's focus should be downrange into the room, scanning for threats.

The #4 breacher then immediately follows #3 into the room, buttonhooking around the door frame. #4 also DOES NOT dig the corner, as it's already been covered by #2.

It's crucial that the entire team "flows" into the room, like a stream of water at the bottom of a funnel. If there's too much of a delay between each team member entering, each member is on their own in that room for a brief period. The assault is much more effective and devastating when the entire team enters the room almost simultaneously.

Keep in mind the above steps and diagrams illustrate a team assaulting a room from the left side of a doorway. If the team were assaulting from the right side of a door, the #1 assaulter would have to buttonhook rather than cross to respect the Right Hand Rule. Whatever maneuver the #1 man starts with though, the next person would do the opposite. So in from the right side of a doorway the order would be Buttonhook-Cross-Buttonhook-Cross.

The final result of a successful Dynamic Entry operation should be the 4-man team forming a "firing line" just inside the room. Once through the door, hang back and avoid deep penetration of the room. Your marker can shoot a lot farther than the length of the room, so hang back and give yourself as much distance from the bad guy to react as possible.

Another benefit of hanging back (and probably the most important), is that you won't have a crossfire situation where your rounds that miss the threat hit your teammates. There's no reason to be in a Tarantino-esque situation where everyone's in a circle pointing guns at each other.


Once everyone's in position inside the room, and all the shooting has stopped, each team member should call out that they're okay and still standing. In sequence, each member of the team yells "ONE UP" "TWO UP" "THREE UP" "FOUR UP". When it's determined that everyone is okay, it's time to check each other over for hits, and replenish your ammo in preparation for clearing the next room.

Further considerations

Small rooms

If you're #1 entering a doorway, and discover you're entering a tiny room that definitely won't fit 4 operators, call "SMALL ROOM". This will prevent the comedy of 3 guys piling into you from behind as you realize you're breaching a broom closet.


Often, when you breach a room and everything goes smoothly initially, there will still be places in the room that present a risk. Barricades (such as overturned furniture), alcoves, closets, long walls, and doors to other rooms can still be issues in rooms that you thought were clear. If you notice one of these unknowns in your sector/AOR, call it out loud and clear so that your other teammates know it's there too. If you enter on the right side and see a big desk turned on its side in front of you, call "BARRICADE RIGHT". If you see a door in the middle of the room on the far wall, yell "DOOR CENTER". Whatever hazard you encounter, time is on your side now, and you don't have to take it dynamically now that you're already inside the room - you can slice the pie around it, call out to someone hiding in the alcove or barricade to come out and surrender, etc.


If you want to make sure that what was behind you remains cleared/secure, you'll need to leave at least one person covering all possible ways in behind you as you go. Obviously this will thin out your team more and more the further ahead you go, to the point where you may be breaching a room as a 2-man team (which of course is pretty risky). So be careful not to extend your team too far when clearing a series of rooms.


I hope I've explained this topic well enough for you to have a full understanding, as Dynamic Entry is one of the trickiest aspects of CQB. But just as important as understanding these tactics, is understanding and practicing them as a TEAM. It's important that everyone be on the same page for these fast-moving operations to go smoothly. And needless to say, COMMUNICATION is all-important. If you see or hear anything important to the mission, your team needs to know about it too.

In the final part of this series (Part 7), I'll present a few videos of real-life fighting forces engaging in Dynamic Entry training, and you'll be able to see the principles I've explained in action.

Part 7