DEFENSIVE C.U.M.
Coverage, Unity, Mutual Support
A defensive doctrine built on two fireteams working in coordination within a 150-meter radius. Charlie anchors the flag while Bravo provides mobile support within the defensive belt.
C.U.M. DOCTRINE
The three pillars that govern all movement and engagement decisions
Charlie locks the flag. Bravo covers gaps. Overlap angles. No dead space.
- Charlie locks down the flag
- Bravo covers gaps and pressure points within the hold area
- Fireteams overlap angles to eliminate dead space
- Defensive geometry matters
- Bravo should cover likely push lanes while staying in the hold
Stay inside the hold. No drift. No chasing. No detached side missions.
- All players remain inside the 150m hold area unless explicitly tasked
- No drifting or chasing contacts outside the hold zone
- Bravo moves together, not as individual roamers
- No support task nonsense on the forward point
- Players outside the hold area without authorization are subject to removal
If someone goes down, that fireteam collapses on them. After contact is handled, everything resets.
- If a member goes down, their fireteam collapses to support
- If Charlie begins taking losses on the flag, Bravo collapses to reinforce
- After contact is resolved, all elements reset back to assigned coverage
- The doctrine depends on keeping ammo, spawns, and defensive integrity alive
- Reset after every engagement and reestablish coverage
PRIORITY ORDER
Point and flag
Primary objective
HAB and radio
Secondary objective
Rally
Primary spawn backup
TACTICAL DIAGRAMS
Interactive visualizations of the defensive doctrine
Full Defensive Example
Gold = Flag | Blue = Radio
BUILD DISCIPLINE
OBJ3 forward point asset management
Infantry-first sustainment
- Radio (if needed)
- HAB
- MG (as many as faction allows)
- Sandbags
- Bunkers
- Wire
- Light hardening
- Ammo sustainment
- Infantry-first support
These assets support infantry defense without draining resources or attracting unwanted attention.
Forward point restrictions
- Repair Station
- Mortars
- TOW
- Any high-drain asset
- Anything creating a logistics magnet
These assets drain construction, expose the point, create side missions, attract vehicle traffic, and break infantry-first sustainment.
RESTRICTION DETAILS
- •Drains 500 construction upfront
- •Vehicle traffic chews remaining pool
- •Leaves no margin for bunkers or emergency recovery
- •Exposes the position
- •Turns point into armor sustainment instead of infantry defense
- •Burns construction and ammo
- •Repeated resupply becomes liability
- •Mortar fire reveals the FOB
- •Creates counter-battery and proxy magnet
- •Heavy ammo drain
- •Static exposure
- •Competes with infantry and AA sustainment
- •Turns point into supply black hole
SQUAD LEAD BRIEFING
Quick reference for squad leadership
TL;DR
Two fireteams within 150m of flag.
Charlie (Anvil)
Bravo (Floater)
C.U.M. Principles
Priorities
Build Rules
HAB Placement
Rally Placement
Keep it tight. Keep it together. Keep it sticky.