Why Close-Quarters Wins in Battlefield REDSEC
Fort Lyndon looks like a giant map, but your “make or break” moments happen in tight spaces because:
- Loot and objectives funnel squads into buildings. Even if you love long-range fights, you’ll still enter structures to loot, plate, revive, and secure objectives.
- The deadly ring forces choke pushes. Late-game circles compress teams into the same few houses, stairwells, and hard-cover pockets.
- Third parties arrive fast. Close-range fights are loud and explosive. If you can’t finish quickly, another squad shows up and cleans you up.
- Destruction removes “safe camping.” The building itself can change mid-fight. Walls get opened, stairs get broken, and “safe corners” stop being safe.
The best part: CQB is the fastest skill to improve, because it’s not just aim—it’s rules. Once you learn the rules, your win rate jumps immediately.

The CQB Loadout Blueprint: SMG + Shotgun (and Why You Might Run Both)
Close-quarters success starts before the fight: your loadout must give you a clean answer for 0–15 meters.
The default CQB blueprint
- Primary: SMG (fast handling, fast TTK up close, good tracking)
- Secondary: Mid-range stabilizer (AR/LMG/DMR)
- This is the safest “always works” setup for most players.
The shotgun blueprint (specialist)
- Primary: Shotgun (burst lethal in tight rooms)
- Secondary: SMG or fast AR (survive mid-range and protect your rotations)
- This is strongest if you love interior fights and want decisive door/stair clears.
The SMG + Shotgun “double close” blueprint (high risk, high reward)
- Primary: Shotgun for the first down
- Secondary: SMG for cleanup and multi-target control
- This is not for every match. It’s best when:
- you’re hot dropping dense POIs
- you’re intentionally playing “building bully” style
- your squad has someone else covering mid-range lanes
If you queue as a full squad, a powerful approach is role-based:
- Entry player: shotgun or SMG built for room clears
- Anchor player: stable mid-range gun + SMG
- Scout player: information + mid-range control
- Flex: mirrors the needs of the match (often SMG + AR)
Attachment Priorities for Close-Quarters Weapons
CQB attachments aren’t about “maximum range.” They’re about time to first bullet, movement while shooting, and winning trades.
SMG attachment priorities (what matters most)
- Magazine size: If you reload mid-fight, you die. Bigger mags win more squad fights than tiny recoil improvements.
- Handling: Faster aim-down-sight (ADS) and faster sprint-to-fire are huge in door swings.
- Recoil control that keeps bursts tight: CQB tracking is messy; you need predictable recoil, not perfect recoil.
- Suppressor (optional but strong): Suppression can reduce third parties and keep your push from turning into a lobby beacon.
Shotgun attachment priorities (what matters most)
- Consistency, not fantasy range: Your goal is reliable lethal damage in real indoor distances.
- Fire rate / rechamber rhythm: The shot-to-shot window often decides shotgun duels.
- Hipfire and sprint handling: A shotgun that feels slow makes you hesitate, and hesitation gets you traded.
- Ammo choice (if applicable): If your shotgun supports ammo types, pick the one that matches your plan (pure indoor vs mixed distances).
Optics rule for CQB
If a sight slows you down or blocks vision, it’s hurting you. Many CQB players perform best with:
- clean irons, or
- a simple low-zoom optic that doesn’t clutter the screen.
CQB Movement That Actually Wins: The 6 Rules
Close fights feel “random” when your movement is random. Use these rules to remove chaos.
Rule 1: Don’t sprint into the last 10 meters
Sprinting is great for repositioning, terrible for entering a fight. In the final steps:
- slow down, pre-aim, and “slice” the angle
- you want your gun ready before the enemy’s gun is ready
Rule 2: You never stop moving in a doorway
Doorways are where people die because they become a stationary target. Your options:
- commit through the door into cover
- swing wide then snap back
- or don’t take the door at all (breach a wall, use another entry)
Standing in the door is the worst option.
Rule 3: Shoulder-peek first, then commit
Before you fully swing, do a micro-peek to:
- confirm enemy position
- bait shots
- force a reload
- Then you push.
This makes your push a decision, not a gamble.
Rule 4: Use “hard cover pauses,” not open pauses
If you need to reload, plate, or reset:
- do it behind a wall corner, not in the middle of a room
- do it behind stairs, not on the staircase
- do it behind a solid object, not near a window
Rule 5: Vertical wins indoors
If you can take height (stairs, roof access, ladder entry), you gain:
- better angles
- safer peeks
- easier trades
- But never take height without a plan to escape, because being “stuck upstairs” can become a trap.
Rule 6: Micro-reposition after damage
If you get cracked or tagged hard:
- break line of sight
- slide to a new angle
- re-peak from a different position
- Repeeking the same angle while weak is the fastest way to lose.
The Simple Squad Push System: “Scout → Set → Smash”
This system works with friends and even with random teammates if you keep comms short.
Step 1: Scout (5–10 seconds)
- Identify where the enemy is stacked (top floor, stair hold, back room, roof).
- Identify where your safest entry is (door, window, breached wall).
- Identify where the third party could come from (street behind you, rooftop across).
If you can’t scout with a drone, do it with a quick peek and pings.
Step 2: Set (10–15 seconds)
- One player holds the escape/back angle (Anchor).
- One player gets ready to enter first (Entry).
- One player holds a crossfire angle (Support/Flex).
- Everyone plates and reloads before the push begins.
Step 3: Smash (3–8 seconds)
A CQB push must be fast. If it isn’t fast, it becomes a third-party magnet.
Your push goal:
- down one player quickly
- deny the revive
- collapse onto the remaining players
If your push doesn’t produce a down in the first few seconds, disengage, re-angle, and try again. Long indoor stalemates lose matches.
Trade Spacing: The Biggest Hidden Skill in CQB
Most squads lose CQB because they don’t trade. Trading means:
- if your teammate goes down, you instantly down the enemy who did it.
Perfect trade distance
Close enough to shoot the same target, far enough to avoid getting wiped by one explosive or one spray.
A practical spacing rule:
- Entry is first
- Second player is one room or one doorway behind
- Third player holds a different angle (crossfire)
- Fourth player watches flank/back
If all four players stack the same door, you get:
- blocked movement
- explosive wipes
- no crossfire
- If all four players spread out, you get:
- isolated 1v2 deaths
- no trades
- Balance wins.
SMG Pushes That Actually Work
SMGs win CQB when you treat them like tracking weapons, not “spray and hope” weapons.
SMG Push 1: The Pre-Aim Door Swing
When to use it
Enemy is holding a predictable doorway or corner.
How it works
- shoulder-peek to confirm their position
- pre-aim chest height (don’t aim at feet)
- swing wide enough to break their pre-aim
- track through the first 8–12 bullets, then reset behind cover
Why it works
Most defenders pre-aim tight. A controlled wide swing breaks their expectation and gives you first bullets.
SMG Push 2: The “Two-Angle Pinch”
When to use it
Enemy is in a room with one main doorway and one side entry or breach opportunity.
How it works
- Player A holds the main door
- Player B enters from a side door/window/breach
- Player A shoots as soon as the enemy turns to Player B
- Player B pushes deeper once the enemy is distracted
Why it works
SMGs punish targets who turn their camera. Crossfire makes defenders feel like they have no safe direction.
SMG Push 3: The “Crack → Flood” Timing
When to use it
You crack plates but don’t down.
How it works
- the moment you crack, you call it
- two players push immediately
- one player holds the exit angle
- you aim to down the cracked player before they can plate fully
Why it works
Plating is the most vulnerable timing in CQB. If you push instantly, you win before the fight “starts.”
SMG Push 4: The “Reload Bait”
When to use it
You suspect the defender is low mag or just sprayed.
How it works
- shoulder-peek to bait a burst
- instantly tuck back
- count a short beat (many players reload immediately)
- re-swing aggressively during their reload
Why it works
CQB reload windows are huge. Winning isn’t always aim—it’s timing.
SMG Push 5: The “Hipfire Bubble”
When to use it
Inside 3–6 meters where ADS slows you down.
How it works
- keep center screen on chest
- hipfire while strafing
- only ADS when you create distance or when the target moves farther away
- avoid jumping randomly (jumping can break your tracking)
Why it works
A lot of CQB deaths happen because players ADS too early and become slow. Hipfire keeps you reactive in tight space.
Shotgun Pushes That Actually Work
Shotguns don’t win by “charging blindly.” They win by forcing a short, clean, lethal exchange.
Shotgun Push 1: The Corner Bait
When to use it
Enemy is holding a tight corner, waiting for you.
How it works
- show a tiny shoulder-peek to bait their shot
- as soon as they fire, you step out and take your shot
- immediately tuck back or finish with a second shot if the down is guaranteed
Why it works
Shotgun timing is everything. If you force them to shoot first, you own the next window.
Shotgun Push 2: The Smoke Close
When to use it
You need to cross an exposed hallway or doorway.
How it works
- smoke the line of sight (not your own feet)
- close distance through the smoke
- emerge already pre-aimed at the most likely enemy position
- take the shot, then either reset or swap to SMG for cleanup
Why it works
Shotguns become terrifying when you remove long sightlines and force 5–10 meter fights.
Shotgun Push 3: The “One Shot + Swap” Combo
When to use it
Multiple enemies in the same room, or you need faster multi-target control.
How it works
- shotgun shot to secure a down or heavy damage
- instantly swap to SMG to finish and chain targets
- reload shotgun only after the room is safe
Why it works
Shotguns are lethal, but swapping prevents you from being stuck in a slow reload while another enemy swings you.
Shotgun Push 4: The Stair Pop
When to use it
Enemy is holding a stairwell and you need to break it.
How it works
- use a short peek from the side of the stair, not the center
- take a quick shot while exposing the smallest part of your body
- immediately drop back down the stair or tuck behind the wall
- repeat with a teammate holding crossfire
Why it works
Stair fights punish people who stand centered. Side-peeks reduce your hitbox exposure and force defenders to guess.
Shotgun Push 5: The Door Delete
When to use it
Enemy is close to a door and will swing on sound.
How it works
- hold just outside the door, slightly off-center
- let them open or swing
- shoot as soon as their model appears
- instantly move to avoid being traded
Why it works
Shotguns win “first pixel” fights if you position correctly. The key is not being directly in the doorway line.
Room Clearing Patterns: How to Stop Dying in “Random Corners”
A building clear is not “enter and hope.” Use patterns.
Pattern 1: Slice the pie (classic)
- clear one angle at a time
- never expose the full room at once
- keep your crosshair at chest height where an enemy would appear
Pattern 2: Buttonhook (fast door entry)
- enter and immediately turn hard to the close corner
- used when you expect a corner camper near the door
Pattern 3: Deep clear (punish back-room holds)
- first player enters and pushes deeper to force defenders to turn
- second player holds the doorway for trades
- third player takes a cross-angle through a window/breach if possible
The universal CQB rule
You either clear corners or you accept dying to corners. There’s no third option.
Stairs and Vertical Fights: The 4 Stair Rules
Stairs are where squads wipe each other fast. Use these rules:
Rule 1: Never push stairs alone
A stair push is a trade fight. If you go alone, you die alone.
Rule 2: Don’t stand on the centerline
Centerline is where every defender pre-aims. Use side walls, rail gaps, and off-angles.
Rule 3: Use utility to force movement
If defenders are posted upstairs:
- pressure with explosives
- breach a side wall to create a second angle
- or rotate to another entry instead of feeding the stair
Rule 4: If you take high ground, defend the climb
Once you own top floor:
- place motion coverage or keep an Anchor watching the stair
- don’t all stare out windows
- Most teams lose high ground because nobody watches the only climb route.
Door Fights: How to Win the Most Common CQB Scenario
Most CQB fights are door fights. Here’s how to win them.
The door triangle
- Angle A: outside the door (your entry)
- Angle B: inside the door close corner (their ambush)
- Angle C: deeper room angle (their fallback)
To win the door:
- clear Angle B first (close corner)
- then pressure Angle C (fallback)
- then hold the door to deny re-entry or escape
Don’t stand in the doorframe
If you must hold a door, hold it from:
- slightly off-angle
- behind cover
- or with a crossfire from another window/door
Doorframes are where bullets land.
Utility Timing That Makes CQB Easy
Good CQB squads don’t win only with aim. They win by making the enemy move badly.
Smokes (the CQB cheat code)
Use smoke to:
- cross exposed doorways
- revive safely
- plate safely
- close distance for shotgun pushes
- break long sightlines in hallways
Smoke mistake:
- smoking your own feet and blinding your team
- Better:
- smoke the enemy sightline, not your own space
Explosives (movement forcing)
Use explosives to:
- clear a corner camper
- force defenders off stairs
- deny a revive behind a predictable wall
- break a door hold so your Entry can move
Explosive mistake:
- throwing explosives without a plan and then pushing into your own chaos
- Better:
- explosive forces movement → your gun punishes movement
Breach tools and destruction (the “third door”)
When a door push is too risky, create another entry:
- open a wall
- create a new window angle
- force defenders to watch two sides
Breaching is how you stop feeding the “one doorway” trap.
Destruction Tactics for CQB: Turning Walls Into Wins
CQB becomes dramatically easier when you stop treating rooms as fixed.
Destruction play 1: The side-wall entry
If enemies hold the front door:
- breach the side wall
- enter from an unexpected angle
- collapse before they can reposition
Destruction play 2: The “remove the head-glitch”
If defenders are using a corner or half wall:
- destroy that cover section
- force them into open space
- punish with SMG tracking
Destruction play 3: The escape hatch
Before you commit to a building hold, create an exit:
- breach a safe-side wall
- keep it as your retreat route
- This prevents you from being trapped by ring pressure or third parties.
Destruction play 4: The stair denial
If you own top floor and expect a push:
- weaken the stair hold or create a crossfire angle into it
- Even if you don’t fully destroy stairs, changing geometry can ruin a push route.
Destruction is strongest in CQB because it changes the fight faster than aim does.
CQB by Fort Lyndon Area: How the Buildings Change Your Push
Different POIs reward different CQB habits.
Downtown and Boutique District
- Expect third parties fast. Finish fights quickly.
- Use rooftops for entry angles, but don’t skyline peek.
- Door fights are constant—use crossfires and breaches.
Vista Hills (residential)
- Lots of corners and short sightlines.
- Shotguns and SMGs thrive.
- Fence breaks and side-wall entries are huge for surprise pushes.
Industrial areas (Chemical Storage, Oilworks-style zones)
- Interiors connect to long lanes quickly.
- You must win rooms fast, then immediately reset behind hard cover.
- Don’t chase a weak enemy into open industrial yards without smoke.
Coastal areas (Marina, Lighthouse routes)
- Buildings can be safer early, but rotations can become exposed later.
- CQB wins inside, but you must plan the exit before ring timing forces movement.
Your CQB plan should always include: “How do we leave after we win?” That’s how you stop getting third-partied.
After You Win a Building Fight: The 20-Second Reset Protocol
Most squads throw right after they win. Use this protocol every time.
- Confirm the wipe (don’t loot while an enemy is still alive nearby)
- Plate immediately (at least one plate before you loot)
- Reload (don’t die with an empty mag)
- Assign two watchers (one watching the most likely approach, one watching flank)
- Loot plates first (plates > guns)
- Move (don’t spend 60 seconds shopping in the same building)
If you follow this, you’ll stop dying to the “we won, then got wiped” third-party cycle.
Endgame CQB: Final Circles Are About Angles, Not Bravery
Late circles are where SMG/shotgun pushes decide wins.
Endgame priorities
- Hard cover over “cool spots”
- Reduce angles (inside-edge positions are easier to defend)
- Save at least one smoke for the final forced move
- Don’t chase a kill into open ground; let the ring force enemies to move first when possible
When to push in endgame
Push when:
- you down one player
- you crack two players and they are forced to plate
- the ring forces them to rotate through your angle
Don’t push when:
- you don’t know where the full squad is
- your team is split
- you’d have to cross open ground with no smoke
Endgame CQB isn’t about “being fearless.” It’s about pushing only when the fight is already tilted in your favor.
Common CQB Mistakes (And the Fix That Instantly Improves You)
Mistake: Dying in doorframes
Fix: never stop in the door; commit through or don’t enter.
Mistake: Pushing stairs alone
Fix: push as two at minimum, with one holding trade.
Mistake: Reloading at the worst moment
Fix: use bigger mags and reload behind hard cover only.
Mistake: Long indoor fights that attract third parties
Fix: if no down happens quickly, disengage, re-angle, or rotate.
Mistake: Taking a fair fight when you could force movement
Fix: use utility and destruction to make the enemy move, then punish.
Mistake: Forgetting the post-fight reset
Fix: plate → reload → watch angles → loot plates → move.
A 10-Match CQB Practice Plan (Fast Improvement Without Grinding)
Match 1–2: Door discipline
Goal: never die in a doorway. Shoulder-peek first, commit second.
Match 3–4: Trade spacing
Goal: always keep a teammate within trade distance on pushes.
Match 5–6: Stair fights
Goal: never push stairs alone; use side-peeks and utility.
Match 7: Smoke pushes
Goal: at least three successful smoke crossings that lead to a clean push or clean escape.
Match 8: Shotgun timing
Goal: practice baiting shots, then taking your shot on their recovery window.
Match 9: Breach entries
Goal: win one building fight using a side entry or wall breach rather than the front door.
Match 10: Endgame CQB
Goal: save smoke, reduce angles, push only off advantage (down/crack/forced rotate).
Ten matches with intentional goals beats 100 matches of random fighting.
BoostRoom Promo: Turn CQB Into Your Win Condition
If you’re tired of losing “winnable” close fights, the fix is almost never a magical sensitivity—it’s a repeatable CQB system: entry timing, trade spacing, smoke usage, and post-fight resets.
BoostRoom can help you build a CQB plan that fits your style:
- SMG vs shotgun decision based on how you push
- role-based squad entries (Entry clears, Anchor holds, Scout pings, Support stabilizes)
- building-by-building routines for Fort Lyndon POIs (Downtown, Vista Hills, industrial zones)
- stair and door fight coaching so you stop feeding easy trades
- endgame CQB routines so you win final circles with calm, repeatable pushes
When CQB becomes structured, your matches become consistent—and you stop feeling like every push is a coin flip.
FAQ
How do I stop losing SMG fights up close?
Focus on door discipline and tracking. Pre-aim chest height, don’t stop moving in doorframes, and use bigger mags so you’re not forced to reload mid-fight.
Are shotguns actually worth using in REDSEC?
Yes, if you play to their strengths: tight rooms, corner baiting, smoke closes, and fast conversions. If you regularly fight in open lanes or hate closing distance, SMGs are usually more consistent.
What’s the best way to push a building without dying instantly?
Use the “Scout → Set → Smash” system: confirm enemy stack, assign crossfire and flank watch, plate and reload, then push quickly with trade distance. If you don’t get a down fast, disengage and re-angle.
How do I win stair fights?
Never push alone, avoid the centerline, use side-peeks, and force defenders to move with utility or a second angle. If you own top floor, watch the stair constantly and don’t all stare out windows.
When should I use smoke in CQB?
Use smoke to cross an exposed doorway/hall, revive safely, plate safely, or close distance for a shotgun push. Smoke the enemy’s sightline, not your own feet.
Why do we keep getting third-partied after winning a building fight?
Because you’re staying too long. Use the 20-second reset protocol: confirm wipe, plate, reload, assign watchers, loot plates first, then move.
Is it better to hipfire or ADS with SMGs?
Hipfire is often best in very tight ranges (a few meters) where ADS slows you down. ADS becomes better as distance increases. The key is not forcing ADS in a space where you need maximum reaction speed.
How do we coordinate pushes with random teammates?
Keep comms short: “two in, one holds back,” “smoke then push,” “down one, flood,” “reset and plate.” Even minimal structure improves success dramatically.



