1 is 2, 2 is 1 — All operators on the near wall, overlapping sectors, no crossfire
The Geometry Advantage
In a center-fed room, the door is in the middle of the near wall. This means you can dominate the entire room from the entry wall — no need to push deep. All four operators line up on the same wall with overlapping sectors of fire, and no sector crosses another team member.
The Principle: Center-Fed
#1 and #2 — Corner Positions
#1 goes LEFT to the left corner of the near wall
#2 goes RIGHT to the right corner of the near wall
These are the "2" positions — two steps deep along the entry wall
They anchor the ends of the firing line
#3 and #4 — Door Flanks
#3 takes one step left of the door
#4 takes one step right of the door
These are the "1" positions — one step from entry
They fill the center of the firing line
Center-Fed Entry: Stack → Domination
STACK: Four-man stack on center-fed door. #1/#2 will go to wall corners. #3/#4 will flank the door.
1
Left corner (Pos 2L)
2
Right corner (Pos 2R)
3
Left of door (Pos 1L)
4
Right of door (Pos 1R)
Flow Table: Center-Fed Room
Operator
Direction
Position
Movement
Rule
1
LEFT
2L (corner)
Along wall to left corner
"1 is 2" — goes to position 2
2
RIGHT
2R (corner)
Along wall to right corner
"1 is 2" — goes to position 2
3
LEFT
1L (door flank)
One step left of door
"2 is 1" — takes position 1
4
RIGHT
1R (door flank)
One step right of door
"2 is 1" — takes position 1
⚡ Why This Works
All four operators on the same wall. Every muzzle points INTO the room. No sector crosses another team member. Overlapping fields of fire cover the entire space. Minimal movement for #3 and #4 — they just step to the side of the door.
The Advantage: No Crossfire Risk
Why Near Wall Domination?
All muzzles same direction — Everyone shoots INTO the room, no one shoots ACROSS teammates
Overlapping sectors — Every corner of the room is covered by at least 2 operators
Wall as cover — Entry wall protects flanks; only threat direction is forward
Minimal movement — #3 and #4 only need one step; #1 and #2 slide along the wall
Fast domination — Four guns on target almost simultaneously
❌ If Operators Go Deep (Far Corners)
Sectors cross in the middle of the room
Risk of shooting through teammate's position
More movement = more time exposed
Harder to maintain mutual support
✓ All On Near Wall
All sectors point same direction (into room)
Zero crossfire risk
Minimal movement, fast domination
Shoulder to shoulder mutual support
SOP: Center-Fed Room Entry
CENTER-FED FOUR-MAN ENTRY
IDENTIFICATION
Door is in the CENTER of the near wall
Room can be dominated from entry wall
No need to push to far corners
POSITIONS
2L = Left corner of near wall (where left wall meets entry wall)
1L = One step left of door
1R = One step right of door
2R = Right corner of near wall (where right wall meets entry wall)
FLOW
#1 → LEFT → slides along wall to 2L (corner)
#2 → RIGHT → slides along wall to 2R (corner)
#3 → LEFT → one step to 1L (door flank)
#4 → RIGHT → one step to 1R (door flank)
DOMINATION
All four on near wall, spread corner to corner
All muzzles pointed INTO room
Overlapping sectors, no crossfire
"Center-fed room: dominate from the entry wall.
#1 and #2 take the corners. #3 and #4 flank the door.
All muzzles IN. No muzzles ACROSS. Sweep. Clear. Move."
When to Use This vs. Push Deep
Room Type
Technique
Why
Center-fed Door in middle of wall
Near wall domination
Can see all corners from entry wall. No need to push deep.
Corner-fed Door near a corner
Push to far corners
Hard corner exists that can't be seen from entry wall. Must push deep to clear it.
L-shaped / Complex Irregular geometry
Push and clear segments
Multiple dead spaces. Must move through room to expose them.
Center-Fed Rule
Door in the middle = Dominate from the entry wall
#1 → 2L (left corner)
#2 → 2R (right corner)
#3 → 1L (step left of door)
#4 → 1R (step right of door)
All on the near wall. All muzzles in. Overlapping sectors. No crossfire.