Rainbow Six News Rainbow Six Intelligence Rainbow Six Series FAQs Rainbow Six Series Downloads Rainbow Six Series Discussion Forums Rainbow Six Series Weapons Buy Rainbow Six Series games Contact Us.

 

Rogue Spear Planning
By Sartillies

Making the Plan

If you are new to the Rainbow Six series, the first thing you will probably get confused about is the planning phase. The planning phase is where you will spend most of the time (if it is a good plan) in the game instead of the action phase. You have 4 teams, and unless you get those teams to work together, a lot of your men are going to die. In this tutorial I will explain the planning phase and then how to use it to create a good RS plan. First, a small description of what each thing is…

Recon, Roster and Orders

In your top left hand corner of the plan screen is a variety of things. There are also three tabs to choose from. When you start a mission the first thing you want to check out is where possible tangos, hostages, and areas are. All this can be located in the Recon section. Do this by clicking on the Recon tab. The Recon sections shows were terrorist are located and hostages, like I said earlier. It also shows what the symbols are, and mean on the map, ladders, stairs, windows, doors, etc… The right tab is the Roster tab. In this section it shows which men are on the team you have selected as well as the leader and firearms the men are carrying. The middle tab (saved for last) is the main one; know as the Orders tab. The Orders tab is the one that lets you basically tell your men what to do. To better explain the Orders tab I've broken it up into smaller sections to explain each part with more detail…

Your Rules of Engagement (ROE) are pretty much telling your teams how to act. Assault is the basic one, which tells your team to shoot on sight. Infiltrate is a little different; it tells your team to shoot on sight, but only if the enemy is in their way (EX: If your waypoints are going from south to north and there is a tango to the far east, your men will not engage him because he is not in the way.). Recon is used when you need your teams to get in without being detected. Your men will stay in the crouched position and only return fire if fired upon. Also this is important to remember that your AI will use their heart beat sensors if they have them, so remember not to equip all you AI guys with them or if they meet a tango they will have no fire arm out to defend themselves with. Finally Escort is the same as Assault really except hostages fallow you.

Speed

Speed is the next thing. Speed tells your men at which rate to move and how cautious to be about there surroundings. First and most recommended is the "Normal" speed. In this speed your team will move at a walking pace and shoot on site but will check to see if the target is friendly or foe. Blitz is different; your men will shoot a lot more but not very accurate. It is not recommended for hostage saving due to the fact that in this speed your men don't really check to see if it is friendly or foe and have a good chance of killing the hostage, or another member of there own team if they run into each other. Your men will move at a running pace, but while faster, will hurt their accuracy greatly. The final speed is the Cautious speed. In this speed one man will move forward will another man will move backwards covering the "six" as it is known. While this is the safest for the hostage, your men take a great deal of time aiming and have a good chance of getting shot by the trigger-happy terrorist.

Special Actions

The last basic thing to know before you start your plan making is the Special Actions. You will want a lot of these in your plan so your men will cover their teammates and have safer ways of entry. The first is known as breaching which if one of your AI teammates have a breaching charge, they will place it and blow open the door with a explosive punch. Next is the frag order, which tells your team to toss a frag into the room before entering. THIS IS NOT RECOMMENDED due to the fact that most of the time your AI can't quite pull it off right and end up killing themselves with a frag that can't quite go in the door and bounces back at them. Next is the flash order, which tells your men to chuck a flash grenade into the room before entering. While it has just as good a chance to bounce back at your men as the frag, it will only stun you if it does so go ahead and order them if you like.

The second half of the Special Actions is the Go Code actions. Go Code actions are when your men come to a stop in their waypoints and wait for the signal from you to continue. When they come to these wait points they can perform other actions. The first action is sniping, which when your men come to the will go crouch and zoom to the max with there guns and snipe a small area. When you choose snipe, right click were you would like them to look wile they are sniping. Usually the character with the highest sniping skills is the one who snipes while the others watch his six. Next is the cover arc, which tells your men to cover a 180-degree area. This is one that you will probably use most due to the fact that when you have your teams working together you will want one team covering another while that team advances or such. You choose which way they look in the same manner you would with a sniper arc. The final go code to know is the defensive code, which tells your men to cover everywhere. This is a great one for when a team finds a hostage they can defend him/her from terrorist wile the rest of your men clear a path. Your men will cover a full 360 degrees so you do not have to choose were they look.

Planning

Ok now that you have your basics down, we can start with the plan. I will be using the Black Thorn maps from operation Empty Cloud and Broken Sceptre as an example.

First off if you're like me, you don't want your men to shoot off and start the mission immediately. What I do is after placing my first waypoint down (in the insertion zone) I give my teams go codes, mostly defensive. This way I can truly start my mission at any time I want. You want your men working together as your number one priority, or you will be in a heap of trouble once the mission starts. In my example, I have team Alpha and team Delta working together. By reading the recon reports, which are also on the planning screen, I know that there are two tangos and a hostage in one room. What you would do in this case is position your Alpha and Delta teams just outside each door way.

Both Alpha and Delta have go codes to be in a defensive position just outside the doors. All I have to do now is give codes A and D and both teams will rush in the same time and since the tangos are surprised by two teams, A and D should have it pretty easy being able to take the tangos out. If you would like you can also assign the two teams the same go code. To do this just give say Alpha the Alpha code as normal, but also give Delta that same code. When they both reach their positions you only need to give Alpha the go code and they will both go at the same time.

Now that you know how to get teams working together in entry, you should also know how to get them to cover each other. I will be using teams Bravo and Charlie in this example. What I have at the start is Bravo and Charlie both in cover positions facing north. Say I want both teams to safely get from the south side of the map to the north. To do this I would assign cover positions repeatedly for both team from one side to the other like so…

Now in the action phase I would get this to work by first telling Charlie to go by giving them the order. When Charlie reaches there next go code they will be covering west and covering Bravo as I give them the go code to advance to Charlie's position. This keeps up until both teams are successfully across the map.

Setting up a sniper in a good spot is another golden rule. First when setting up a sniper team, give the operative with the highest sniping skill a sniper rifle and choose another man (preferably an assaulter) to cover the snipers "six" with a rifle or other closer range firearm. You want your sniper far away from the action, but you also want him to have a good clear view of it. This can be tricky, so what you do is while looking for a spot press "V" while on the plan screen to bring it into 3D view. This will let you get a good perspective of what cover is available, were windows are located, etc… Try and get your sniper good views of were tangos with hostages are. Your sniper will let you know when he has a tango in sight. What you can do is then send your teams in, but press "Y" before you give the go codes, this tells your sniper to fire, he will take out the terrorist and the rest will be confused of were the fire came from. Then you can send in your assaulters to take out the confused terrorist easily and rescue the hostage.

Getting your men to turn good is another important thing. Your AI doesn't turn smoothly they turn very sharp. If you try and get them to turn smoothly by laying multiple waypoints around a single turn, most likely they will end up getting shot by a terrorist around the corner. To get a real nice and sharp turn so that they can swing around and pop the terrorist what you do is put a waypoint a couple feet in front of the turn and one a few feet around the turn. The path should end up so that the AI will stay right against the corner and swing around it quickly but surprisingly like so…

You want to get your men to use the speeds at appropriate times also. You can switch to another speed anytime in the planning phase by highlighting the waypoint you want them to switch and then choosing a different speed in the Orders tab. Normal is the one you want to use most of the time, since it is a cross between Blitz and Cautious. Try using Blitz when you are out in the open, or trying to get from one building to the next. Since your men will run they give themselves a harder chance of getting hit by the tangos, and once they reach their destination, you can quickly change it back to Normal with the same method. Try using Cautious when you come to stairs and switching it back to normal once you reach the top or bottom so you cant be "sixed" on the way.

Overall you want your teams to move quickly and efficiently, but you want them to work together, cover, and support their teammates, and surprise the enemy. Try and predict a path the enemy will most likely take and ambush them with two teams.

~ Sart. June 2002


Copyright © 2001 Aggression.
Red Storm Entertainment, Inc. is a Ubi Soft Entertainment company. All Rights Reserved.
Tom Clancy's Rainbow Six is a trademark of Rubicon, Inc. under license to Ubi Soft Entertainment.
Ghost Recon is a trademark of Ubi Soft Entertainment.
Images used with permission. Coranto News.

SITE SPONSORS THIS MONTH


The Fubra Group - Internet Consultancy and Hosting AGR-S.com is sponsored by
The Fubra Group
Internet Consultancy and Hosting
AGR-S.com
Privacy Policy