Center-Fed Room Entry

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.
FAR WALL NEAR WALL (ENTRY WALL) LEFT WALL RIGHT WALL POS 2L POS 1L POS 1R POS 2R OVERLAP ZONE 1 2 3 4 ✓ NO CROSSFIRE All muzzles point INTO room No sector crosses a teammate 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?

❌ 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

CLEAR
   Sweep sectors
   "2L clear." "1L clear." "1R clear." "2R clear."
   Team leader: "ROOM CLEAR."
"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.