Smoke & Flashbangs Guide!
Introduction:
Flashbangs and Smoke Grenades are essential tools in tactical operations, providing non-lethal means to disorient adversaries and obscure movements. Understanding their proper use enhances operational effectiveness while ensuring safety for both officers and civilians.
Info / Rules:
Smokes and flashbangs should primarily be used at the start of an entry breach to help ensure a safe and controlled entry.
Please note: You are limited to a maximum of 2 smokes and 2 flashbangs per situation. Overusing or abusing these tools may result in being restricted from using them, and could lead to further punishments.
Section 1 Flashbangs :
How to use :
Entry Tool: Flash into a room or hallway before peeking
Tips :
Don’t flash your teammates! Warn them or coordinate.
Chain with a push—don’t waste the blind window.
Flashbangs are perfect for initiating a breach. By throwing a flash into a room or hallway before peeking, you temporarily blind any enemies inside, giving you a major advantage.
Used correctly, flashbangs can turn a risky entry into a clean takedown.
Section 2 Smoke Grenades :
How to use :
Cover Movement: Cross / Enter open areas without being seen.
Block Sightlines: Smoke sniper/lmg peek points or ghost peeks.
Tips :
Smokes are temporary—time your actions while it’s active.
Be careful not to give the enemy cover too.
Smoke grenades are used to block enemy vision and create safe paths through open or dangerous areas. They’re ideal for covering movement or shutting down sightlines from snipers, LMGs, or ghost peekers.
Well-placed smokes give you control of the breach—just make sure you're not giving that cover to the enemy instead.
Examples Of Good Entry Smokes:
H Bunker
Covers the main entry point
Gives you time to spread out during the breach—such as moving to corners—making it harder for suspects to get a clear shot.
Prevents suspects inside from holding a right-hand angle on you, forcing them to either push forward or fall back.
Bank Of England Theatre
Covers the main entry point
Gives you time to spread out during the breach—such as moving to corners—making it harder for suspects to get a clear shot.
Prevents suspects inside from holding a right-hand angle on you, forcing them to either push forward or fall back.
Examples Of Bad Entry Smokes:
H Bunker
Leaves the entry point smoked out, making it difficult to see inside the building or stack up properly.
This can give the people inside an advantage during the breach, as they can see or hear you coming while remaining concealed.
H Bunker
You shouldn't use smoke grenades in narrow hallways, as the confined space forces your team into a straight line during the breach.
This gives anyone on the other side of the hallway a clear advantage, making it easier for them to hold or spray down the entry.