Thank you! To be completely honest, I've been busy with so many other things lately that I've been unable to work on these. I have a plan of releasing a series of short videos about CQB fundamentals as soon as I have some time in my hands. Most of the work for those is already done but I need to edit and record voice overs.
Great animation (and I would hope there would be a similar RTS ). Fire & movement was what was taught to us on squad level; fire & maneuver was something conducted on platoon level.
Impressive how you were able to explain tactics in such a simple and easy to understand way. Even more impressive that you were able to construct everything in Unity! (recognized some of the asset store textures)
@1111Tactical yeah, I wouldn't use direct fire and movement coming out of a defensive position but finishing off a fixed enemy using fire and maneuver in counter offensive manner is sound so your idea makes sense to me. Which to use in an offensive situation depends highly on factors such as the terrain and the enemy you're up against. If you have terrain features to use for maneuver and you're confident that the enemy is limited from isolating your maneuver element, fire and maneuver is the key. However if you're in open terrain or the enemy is spread out, more direct movement might be a better approach.
Incredible Public Service Great Work Pretty Good Lessons Efficient Even if followed Mindlessly They Simply often Work Though far too much Absolution Anything Is up for Debate if It doesn’t Work And You must Remain Conscious of All Possible Context to Use Your Dynamic Understanding Theorycraft Is Necessary to Improve Ability You must Understand Everything to Understand Anything
It's crazy how many times in Iraq we'd have contact, but we were rarely able to maneuver. We were an infantry unit, but leadership was so risk adverse they would handcuff platoons and squads out on movement to contact. The priority was to cover your ass. The officers not all but alot were just there to get combat experience to check that box for promotion..
yea but i saw ur animation guy cross in the teamates active firing lane; When bounding left or right and you have to pass by a teamate NEVER run infront of the muzzle of their weapon.
Yep that happened. That was a mistake on my part. Generally it is s very bad idea to cross your mate's muzzle although in some cases like in confined spaces or working with vehicles it might be unavoidable. In such situations it would be important to announce that you are "CROSSING!" and wait until your buddy confirms by either lowering their muzzle or calling for you to go.
Close quarters fighting is a huge topic in and if itself with its own techniques and features. I have made a series of videos that explain and showcase a bunch of those topics, such as how to move in staircases, hallways, and doorways, how to clear corners, etc. Unfortunately, currently, those videos are only in Finnish since they were made for Finnish defence training purposes. I've been planning to release that series in English eventually but haven't had the chance to work on it.
Ok, you put an enemy unit in position, where he has high ground on his right flang, from which you can shoot from above. How is it possible that this obvious position doesn't have explosive devices or ambush elements in this case?
In reality, that's always a possibility. For the purpose of explaining a very basic principle, it's impossible to explain every possible could/would/should. A good and experienced combat leader understands that these basic principles and the training drills that are based on them are not exact out of the box solutions for any given scenario, but the specific circumstances of the given situation dictate what options could and should be taken.
You can never predict a battlefield. This is only theory that can be used to expand your creativity and help you maintain cohesion and coordenation in a firefight. No plan survives the first shot, it's all improvised after
It's a system that I built myself in Unity game engine for making these kinds of animations as easy and quick to produce for me as possible. I've used a mixture of store bought assets for textures, models and animations, some of which I've modified for my own use and assets of my own making. I hope that answers your question!
@@Zagge Yeah looks great man. Love it. You got a discord for your game yet? I used to be in the ranger one but im pretty much done with arma at this point so i left it.
@@jarodaffygaming276 Thanks a lot, nice to hear! Yep, there's a Discord, which I suppose I should try to remember to share more often. Anyway, here's a link: discord.gg/yhUcYred
I don't know about that Unturned sound specifically. I think I got that sound from a free package of gun shot field recordings. Wouldn't be at all surprised if that sound was used elsewhere.
Yep. The same concept as multiple names. I've heard it called at least pepperpotting, bounding overwatch and fire and movement. The latter two terms have very nuanced differences but can be analogous to a large degree
this is some high quality stuff, please keep on going with these tactical animations
Thank you! To be completely honest, I've been busy with so many other things lately that I've been unable to work on these.
I have a plan of releasing a series of short videos about CQB fundamentals as soon as I have some time in my hands. Most of the work for those is already done but I need to edit and record voice overs.
@@Zagge oh that's cool, these videos are so useful
@@Zagge Can't wait for that. SUBBED!
Great animation (and I would hope there would be a similar RTS ). Fire & movement was what was taught to us on squad level; fire & maneuver was something conducted on platoon level.
Impressive how you were able to explain tactics in such a simple and easy to understand way. Even more impressive that you were able to construct everything in Unity! (recognized some of the asset store textures)
Thank you! Much appreciated!
The dude at 0:49 gave no damns whatsoever
Dude make a rookie mistake :D
This is a great video to show the Marines training in ITB (infantry training battalion)
So fire and movement is more for offense or storming a position, but fire and maneuver is useful for both offense and defense.
@1111Tactical yeah, I wouldn't use direct fire and movement coming out of a defensive position but finishing off a fixed enemy using fire and maneuver in counter offensive manner is sound so your idea makes sense to me. Which to use in an offensive situation depends highly on factors such as the terrain and the enemy you're up against. If you have terrain features to use for maneuver and you're confident that the enemy is limited from isolating your maneuver element, fire and maneuver is the key. However if you're in open terrain or the enemy is spread out, more direct movement might be a better approach.
Incredible Public Service
Great Work
Pretty Good Lessons
Efficient Even if followed Mindlessly
They Simply often Work
Though far too much Absolution
Anything Is up for Debate if It doesn’t Work
And You must Remain Conscious of All Possible Context to Use Your Dynamic Understanding
Theorycraft Is Necessary to Improve Ability
You must Understand Everything to Understand Anything
It's crazy how many times in Iraq we'd have contact, but we were rarely able to maneuver. We were an infantry unit, but leadership was so risk adverse they would handcuff platoons and squads out on movement to contact. The priority was to cover your ass. The officers not all but alot were just there to get combat experience to check that box for promotion..
please make more tactics and strategies videos!!!
yea but i saw ur animation guy cross in the teamates active firing lane; When bounding left or right and you have to pass by a teamate NEVER run infront of the muzzle of their weapon.
Yep that happened. That was a mistake on my part. Generally it is s very bad idea to cross your mate's muzzle although in some cases like in confined spaces or working with vehicles it might be unavoidable. In such situations it would be important to announce that you are "CROSSING!" and wait until your buddy confirms by either lowering their muzzle or calling for you to go.
@@Zagge i would make sure to say the pack count of people crossing as well
I almost thought this was Fire & Maneuver the victorian era game 💀
Me too man
Same
Yup
How do you do that when the battle is in indoor ?
Close quarters fighting is a huge topic in and if itself with its own techniques and features. I have made a series of videos that explain and showcase a bunch of those topics, such as how to move in staircases, hallways, and doorways, how to clear corners, etc. Unfortunately, currently, those videos are only in Finnish since they were made for Finnish defence training purposes. I've been planning to release that series in English eventually but haven't had the chance to work on it.
@@Zagge you are awesome, definitely will check out your other video !
Ok, you put an enemy unit in position, where he has high ground on his right flang, from which you can shoot from above. How is it possible that this obvious position doesn't have explosive devices or ambush elements in this case?
In reality, that's always a possibility. For the purpose of explaining a very basic principle, it's impossible to explain every possible could/would/should. A good and experienced combat leader understands that these basic principles and the training drills that are based on them are not exact out of the box solutions for any given scenario, but the specific circumstances of the given situation dictate what options could and should be taken.
You can never predict a battlefield. This is only theory that can be used to expand your creativity and help you maintain cohesion and coordenation in a firefight. No plan survives the first shot, it's all improvised after
What do you use for the visuals?
It's a system that I built myself in Unity game engine for making these kinds of animations as easy and quick to produce for me as possible. I've used a mixture of store bought assets for textures, models and animations, some of which I've modified for my own use and assets of my own making. I hope that answers your question!
@@Zagge Yeah looks great man. Love it. You got a discord for your game yet? I used to be in the ranger one but im pretty much done with arma at this point so i left it.
@@jarodaffygaming276 Thanks a lot, nice to hear! Yep, there's a Discord, which I suppose I should try to remember to share more often. Anyway, here's a link:
discord.gg/yhUcYred
💯
good shit bruv
And all of this goes out the window with drone attacks
thanks babe
💯🙏
Im just thinking... Why gun sound is familiar... Ok.. it untruned AK-47 sound
I don't know about that Unturned sound specifically. I think I got that sound from a free package of gun shot field recordings. Wouldn't be at all surprised if that sound was used elsewhere.
@@Zagge untruned is free zombie game it like Minecraft+ Roblox maybe you are too cuz that game made by kid 17 yo - now
@@RU104thStudio yeah I remember that game. I tested it for a couple of hours years and years ago.
Fire and movement is bounding overwatch technique.......
Yep. The same concept as multiple names. I've heard it called at least pepperpotting, bounding overwatch and fire and movement. The latter two terms have very nuanced differences but can be analogous to a large degree