Destruction Basics: What Actually Breaks Structures (And What Usually Doesn’t)


Not every explosive is equally useful for demolition. In REDSEC, you’ll feel a big difference between “player damage” explosives and “structure damage” tools.

Tools that reliably create openings and meaningful structural damage

  • Heavy explosives and high-impact charges (C4-style packs, strong breaching charges)
  • Launcher explosives (RPG-style shots and similar anti-armor projectiles)
  • Assault-style grenade launcher rounds that are designed to breach and flush
  • Vehicle cannons and heavy vehicle weapons (especially armored vehicles and tanks)
  • Melee demolition tools (like sledgehammer-style tools) for light structural changes

Tools that usually feel weaker for major demolition

  • Standard grenades (good for people, often disappointing for full wall/structure control)
  • Light explosive spam that does not consistently remove large wall sections

The practical takeaway

If your plan is “we’re going to reshape this building,” don’t rely on regular grenades as your main solution. Use a purpose-built demolition tool (launcher, C4-style explosive, grenade launcher, vehicle firepower) and treat grenades as finishing pressure or forced movement.


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The Destruction Mindset: Stop Thinking “Building = Safety”


The fastest way to level up in REDSEC is to change how you look at buildings. A building is not a fortress. A building is a temporary shell made of breakable geometry.

Train yourself to see buildings as a menu of options:

  • Entry points: doors, windows, roof access, side breaches
  • Sightlines: which walls create the strongest angles
  • Escape routes: how to leave when third parties arrive or ring pressure forces movement
  • Structural weaknesses: where a single breach changes everything

When you approach a building, ask this one question:

“If we get pushed, how do we turn this building into better cover?”

If your answer is “we hope they don’t push,” you’re playing the building wrong.



How to Decide Whether to Destroy or Defend


Destruction is powerful, but it costs time, noise, and ammo. Use this quick decision rule:

Destroy when:

  • The enemy has a predictable hold you can remove (stairs, one doorway, one rooftop head-glitch).
  • You need a new entry angle because a direct push would be a coin flip.
  • You need cover for a rotation that has none.
  • You want to finish a fight quickly by collapsing safety (forcing enemies into the open).

Defend (and keep the building intact) when:

  • You’re already in the best hard cover in zone and demolition would remove your own safety.
  • A third party is likely and you need clean lines and intact walls to reset.
  • The ring is forcing movement soon and you can’t afford a loud, long demolition project.

Destruction is strongest when it’s intentional, not when it’s “we feel like blowing things up.”



The Best Destruction Tools by Class Role (Assault, Engineer, Support, Recon)


You don’t need every class to be a demolition expert. You need the right tools in the right hands.

Assault (best for fast breaching and angle creation)

Assault-style grenade launchers and aggressive breach tools are perfect for:

  • opening side walls for new entries
  • forcing defenders away from doors
  • breaking predictable holds in seconds
  • Assault players are often your “breach starter.”

Engineer (best for heavy structural damage and anti-armor demolition)

Engineer launchers and vehicle-focused tools excel at:

  • removing large wall sections
  • deleting cover in open lanes
  • breaking structures with fewer shots
  • Engineers also pair naturally with vehicles, which are some of the strongest demolition tools in REDSEC.

Recon (best for C4-style precision demolition + scouting the breach)

Recon’s value is twofold:

  • scouting where the enemy actually is before you waste explosives
  • using strong pack explosives to remove key walls, floors, or cover points
  • Recon turns demolition from “guesswork” into “surgical.”

Support (best for sustaining demolition tempo and safe resets)

Support isn’t usually the biggest wall-breaker, but Support makes demolition tactics work by:

  • keeping ammo and utility flowing
  • stabilizing after loud breaches (revives, reset timing)
  • helping your team survive the third party that demolition often attracts

The best demolition squads aren’t “four explosive spammers.” They’re one breach tool + one sustain tool + one scout tool + one control tool.



Turning Buildings Into Cover: 10 Practical Methods That Actually Work


This is the core skill: making cover where there wasn’t cover.


1) Carve “Shoulder Windows” Instead of Standing in Existing Windows

Existing windows are death traps because everyone checks them. Instead, create a new firing slit slightly off the expected line.

How to do it:

  • break a small section of wall beside a window
  • shoot from the new gap, not the obvious frame
  • change gaps after a few shots so you don’t get pre-aimed

Why it works:

  • enemies pre-aim standard windows
  • custom gaps create surprise angles and safer peeks


2) Create a Two-Way Room: One Entry for You, One Exit for Safety

Most squads die in buildings because they only have one “safe” exit. You fix that by opening a second route.

How to do it:

  • breach a side wall that leads to cover (a fence line, a vehicle, a terrain dip)
  • keep that breach as your escape route, not your push route

Why it works:

  • you can reset without running through a predictable doorway
  • you can avoid getting trapped by the deadly ring if the safe side flips


3) Build a Rubble Berm: Blow the Lower Wall, Keep the Upper Wall

One of the best cover types in REDSEC is a “half wall” made of debris. You get cover without losing vision.

How to do it:

  • remove the bottom portion of a wall with explosives or vehicle fire
  • leave enough structure to block lower shots
  • crouch behind rubble and peek over/around

Why it works:

  • rubble cover is harder to pre-fire because it’s uneven
  • you can reposition along the berm while staying protected


4) Convert a Long Hallway Into Two Short Hallways

Long straight hallways are easy to hold and hard to push. Break them.

How to do it:

  • destroy a side wall to create a lateral route
  • or break a mid-wall section to create a “cut” that forces defenders to watch two angles

Why it works:

  • defenders lose the “one lane” advantage
  • your Entry can push while your Anchor holds the original lane


5) Remove Enemy Cover Without Exposing Yourself: “Corner Deletion”

If a team is head-glitching the same corner, you don’t need to out-aim them—you delete the corner.

How to do it:

  • hit the corner wall section with a breaching explosive or launcher
  • reposition immediately and take the new angle

Why it works:

  • enemies often keep aiming at where the corner used to be
  • their body becomes exposed during the confusion moment


6) Create “Crossfire Holes” for Team Shooting

A single hole is useful. Two holes from two angles is deadly.

How to do it:

  • Scout identifies where enemies are stacked
  • Entry breaches a forward wall
  • Anchor breaches (or repositions to) a side angle
  • both players shoot the same target from different lines

Why it works:

  • defenders can’t hold two angles with one piece of cover
  • plates vanish fast when shots come from both sides


7) Make a Safe Plate Spot: The “Hidden Pocket”

Sometimes you don’t need a new entry—you need a tiny protected space to plate up after a fight.

How to do it:

  • blow a small wall section behind a staircase or behind internal cover
  • create a pocket that can’t be seen from the main lanes
  • use it for quick resets, not long holds

Why it works:

  • third parties punish squads that reset in obvious corners
  • hidden pockets buy time to heal and reload


8) Deny Line of Sight Instead of Adding It

Most players blow walls to see more. Sometimes you blow walls to see less.

How to do it:

  • collapse a section that creates rubble and blocks a sniper lane
  • destroy a thin cover that enemies use to hold a long angle, then force them to move

Why it works:

  • you reduce the number of angles that can shoot you during rotation
  • you remove “free beams” from long-range teams


9) Turn Vehicles Into Temporary Cover With Destruction

A vehicle parked in the open is risky. A vehicle tucked behind rubble becomes useful.

How to do it:

  • create rubble near your parked vehicle by breaking nearby structure
  • use the combination of vehicle + debris as cover
  • move away once enemies start focusing the vehicle (vehicles attract fire)

Why it works:

  • mixed cover shapes make it harder for enemies to land consistent shots
  • you can survive long enough to reposition into safer hard cover


10) Make “Ring-Safe Exits” in Advance

The deadliest ring in REDSEC punishes late decisions. Use destruction early so you’re not trapped later.

How to do it:

  • when you take a building, create one breach on the safe-side direction
  • if the next ring pull changes, create another breach immediately
  • never wait until the wall is on your back

Why it works:

  • you avoid the classic “only exit is fire-side door” death
  • you keep rotation options open when timing is tight



Turning Buildings Into Kills: 9 Fight-Ending Demolition Plays


Now the fun part: using destruction to secure downs and wipes—without needing perfect aim.


1) The “Staircase Delete” (Force Them Off Height)

High ground is powerful until it has no access.

How to do it:

  • identify the staircase or ladder route defenders rely on
  • destroy the stairs or the wall that protects the stairs
  • force defenders to either drop (exposed) or rotate through a worse route

Why it works:

  • defenders lose timing control
  • your Entry can punish forced movement and secure the first down


2) The “Roof Drop” (Collapse Cover From Above)

If enemies are holding under a roofline, removing the roof changes the fight instantly.

How to do it:

  • hit roof supports or roof-adjacent walls with heavy explosives or vehicle fire
  • combine with pressure so they can’t calmly reposition
  • take the new sightline and finish

Why it works:

  • enemies often rely on roof edges for safety while plating
  • once the roof is compromised, they’re exposed during reset moments


3) The “Wall-to-Wipe” (Open the Room and Flood)

Instead of pushing through a door, you open a wall and overwhelm.

How to do it:

  • Scout confirms enemy stack location
  • Entry breaches a side wall
  • Anchor holds the original door angle to prevent an escape
  • squad floods through the breach, focusing one target at a time

Why it works:

  • defenders aim at doors first
  • a side breach creates confusion and instant trade advantage


4) The “Flush and Finish” (Explosive Pressure Into Crossfire)

The most reliable kill pattern is: make them move, then punish the move.

How to do it:

  • use explosive pressure (launcher, grenade launcher, C4-style pack) to force them off a corner
  • pre-aim the likely escape lane
  • finish the down while they’re running

Why it works:

  • most players don’t reposition cleanly under explosive pressure
  • movement mistakes create free shots


5) The “Plate Denial” (Break Their Reset Spot)

In REDSEC, plates and resets decide fights. If you remove their reset corner, you win.

How to do it:

  • watch where enemies retreat to plate (common: behind one interior wall or one rooftop lip)
  • destroy that cover the moment they retreat
  • push immediately while they are mid-reset

Why it works:

  • plating is a vulnerable timing window
  • removing cover during that window often secures a free knock


6) The “Down + Interrogation Trap” (Information Into Demolition)

If you secure a down and get an interrogation/shakedown reveal, you can convert info into a demolition finish.

How to do it:

  • after the reveal, breach the wall or floor that leads directly to the revealed teammate’s position
  • cut off their escape route by deleting the safest exit wall
  • push as a unit and finish the wipe quickly

Why it works:

  • the reveal gives you perfect target direction
  • demolition prevents them from repositioning into a safer hold


7) The “Vehicle Demolition Sweep” (Controlled Chaos)

Vehicles can be demolition tools, but only if you don’t turn them into a loud suicide mission.

How to do it:

  • use armored fire to remove enemy cover from range
  • force enemies out of the building shell
  • dismount your squad behind cover and finish on foot

Why it works:

  • vehicles pressure structures faster than handheld explosives
  • dismounting to finish avoids the “we died in the vehicle” trap


8) The “Choke Point Collapse” (Ring Pressure + Demolition)

When the ring forces movement through a narrow lane, demolition becomes a guaranteed advantage.

How to do it:

  • rotate early into the safe side
  • destroy cover on the choke path (walls, fences, thin barriers)
  • hold angles on the forced route and punish rotations

Why it works:

  • enemies must move
  • you control which cover exists during their move


9) The “Fake Safety” Play (Leave One Wall, Remove the Real Protection)

Sometimes the best demolition is subtle: you let them think they’re safe behind a wall, then remove the supporting angle that made it safe.

How to do it:

  • keep the obvious wall intact
  • remove the adjacent wall or floor that actually blocks your line
  • shoot them from an unexpected line while they hide “correctly”

Why it works:

  • players trust familiar cover patterns
  • unexpected angles create fast downs without a prolonged fight



Destruction by Area Type: How Fort Lyndon Changes Your Demolition Choices


Fort Lyndon isn’t one map—it’s multiple environments. Your demolition plan should match the terrain.


Urban Zones (Downtown, Boutique District): Vertical Breaches and Angle Wars

Urban fights reward fast, surgical destruction. Too much demolition can remove the hard cover you need to survive third parties.

Best urban destruction tactics:

  • create side-wall entries instead of door pushes
  • carve new firing gaps rather than using obvious windows
  • destroy stair routes to force rooftop defenders to drop
  • create “reset pockets” inside buildings so you can plate safely after a fight

Urban demolition warning:

  • if you level the whole building, you might remove your own survival cover and invite every nearby squad to beam you from rooftops


Residential Zones (Vista Hills): House-to-House Control

Residential areas reward cover creation more than full collapse. Houses and fences can become custom routes if you open the right sections.

Best residential destruction tactics:

  • break fence lines to create safer rotation paths between yards
  • open side walls to avoid front-door traps
  • create rubble berms along street-facing walls to stop mid-range beams
  • deny attic/roof camping by removing stair access or roof protection

Residential demolition warning:

  • house fights attract third parties fast because gunshots echo between buildings; finish quickly, then reset behind your best remaining cover

Industrial Zones (Chemical Storage, Lyndon Oilworks, Treatment Plant): Lane Control and Cover Denial

Industrial spaces create long lanes that punish exposed movement. Demolition here is about removing enemy cover and creating your own crossing cover.

Best industrial destruction tactics:

  • delete the one container/wall enemies use to anchor a lane
  • create crossing pockets by breaking lower walls and using debris
  • destroy “thin cover” that makes enemies feel safe while holding a lane
  • use vehicle firepower carefully to reshape lanes without overcommitting

Industrial demolition warning:

  • industrial fights can become long-range wars. If you can’t finish quickly, disengage and rotate—demolition noise will attract squads from far away.


Coastal Zones (Marina, Lighthouse): Rotation Cover and Exit Planning

Coastal zones are often safer early, but late circles can force inland movement with limited cover.

Best coastal destruction tactics:

  • create inland exits early by opening walls and fences toward safe routes
  • build rubble cover near road transitions so you’re not sprinting through open space
  • deny shoreline sightlines by collapsing thin cover that enemies use to snipe

Coastal demolition warning:

  • open coastlines make you visible; don’t demolish your last hard cover when you’re already exposed


Military/Secure Zones (Defense Nexus, Security Gate, Area 22B): Strong Holds, High Punishment

These areas often have more disciplined squads and heavier utility.

Best secure-zone destruction tactics:

  • use scouting first; don’t guess where defenders are
  • breach unexpected sides to avoid pre-aimed doors
  • remove cover that supports “head-glitch” holds
  • set “reset pockets” because third parties are common near high-value loot zones

Secure-zone demolition warning:

  • demolition can turn into an explosive arms race. If you don’t have sustain (Support) and a safe reset, you’ll win the first exchange and lose to the next squad.


Squad Destruction Roles: Who Breaks, Who Covers, Who Finishes

Destruction wins fights when it’s coordinated. Use this simple role flow:

Scout: finds enemy stack and marks the best breach wall

IGL: calls the breach timing and the push timing

Entry: executes the breach (grenade launcher / charge) and takes first space

Anchor: protects the squad from flanks and third parties while the breach happens

A common winning pattern:

  1. Scout confirms positions
  2. Entry breaches
  3. Anchor holds escape lane
  4. Squad focuses one target and finishes
  5. Team resets instantly and rotates before a third party arrives

A common losing pattern:

  • everyone throws explosives randomly
  • nobody watches flank
  • the breach takes too long
  • a third party arrives
  • your squad dies mid-loot in the destroyed building



Destruction + Rotations: Using Demolition to Survive the Deadly Ring

Because the ring is instantly lethal on contact, destruction becomes a rotation tool:

  • Create exits so you can leave a building from the safe side without funneling into one door
  • Create crossing cover by generating debris and half walls
  • Break enemy gatekeep cover by deleting the walls they’re holding from

The most important ring-demolition habit:

Do demolition early, not late.

Late demolition happens while you’re panicking. Early demolition gives you options.



Defensive Destruction: How to Make Your Position Harder to Push

Destruction isn’t only aggressive. Defensive demolition can make your hold stronger.

Defensive tactics that work:

  • destroy stair access behind you after taking height, forcing enemies into one predictable route
  • remove window frames or thin walls that enemies use to pre-aim your room
  • create internal pockets for plating and reviving
  • collapse external cover that enemies would use to approach safely

Defensive demolition mistake:

  • destroying your own best cover just because you can. Keep at least one clean reset position intact.



Common Destruction Mistakes (And How to Fix Them)


Mistake: Using demolition without information

Fix: Scout first. Even a quick peek or drone check prevents wasted explosives.

Mistake: Over-demolishing and removing your own safety

Fix: Think “surgical.” Remove the enemy’s advantage, keep your reset cover.

Mistake: Breaching too early without team ready

Fix: Breach only when your squad is in trade distance and prepared to push.

Mistake: Standing still to admire the destruction

Fix: Demolition is a timing tool. The moment the wall breaks, you either push or reposition.

Mistake: Turning every fight into a demolition festival

Fix: If the fight won’t end fast, disengage. Loud fights invite third parties.

Mistake: Using standard grenades as your main wall-break plan

Fix: Use proper demolition tools (launcher, C4-style pack, grenade launcher, vehicle firepower, sledgehammer for light work).



Practical Rules (Use These Every Match)


  • Treat every building as temporary cover you can reshape.
  • Don’t shoot from obvious windows—create new angles.
  • Always create a second exit in any building you plan to hold.
  • Use demolition to force movement, then punish movement.
  • Delete the enemy’s reset corner the moment they retreat to plate.
  • Breach as a team: Scout marks, Entry breaks, Anchor watches flank, IGL calls timing.
  • Don’t over-demolish your own endgame cover.
  • Finish fights fast; demolition noise attracts third parties.
  • Use destruction early to prepare for ring pulls—never wait until the firestorm is close.
  • If you can’t explain what the breach will achieve in 5 seconds, don’t waste the explosive.



BoostRoom Promo: Learn Destruction Like a Winning Squad (Not Random Explosions)


Most players “use destruction.” Very few players weaponize it as a repeatable system. BoostRoom can help you turn demolition into real match control on Fort Lyndon:

  • breach plans for your favorite drop zones (Downtown, Boutique District, Vista Hills, Chemical Storage, Lyndon Oilworks, and more)
  • role-based demolition routines (who breaches, who holds, who scouts, who resets)
  • endgame cover control: when to preserve cover, when to delete enemy cover, and how to win final circles with demolition timing
  • practical fight conversions: turning a wall break into a down, a wipe, and a safe reset before the third party arrives
  • rotation safety systems: creating exits and crossing cover so the deadly ring stops forcing panic moves

If you want REDSEC wins that feel clean and intentional, mastering destruction is one of the highest-impact skills you can build—and it gets even stronger when your squad uses it together.



FAQ


Can you really collapse buildings in Battlefield REDSEC?

Yes—destruction can remove large wall sections and, in some cases, cause major structural collapse depending on the building type and how much of it is damaged. The most reliable approach is to use heavy demolition tools rather than expecting standard grenades to level structures.


What are the best tools for breaking walls fast?

C4-style explosives, grenade launcher rounds designed for breaching, RPG/launcher shots, and heavy vehicle weapons are typically the fastest and most reliable wall-breaking options. For light changes, melee demolition tools can work.


Are grenades good for destruction in REDSEC?

Grenades are excellent for damaging players and forcing quick movement, but they are often less effective as a primary tool for major structural demolition compared to stronger explosives and launchers.


How do I stop campers in buildings without pushing a doorway?

Use scouting to find their room, then breach a side wall, delete their reset corner, or destroy the stair route they’re relying on. The goal is to force them into open movement you can punish.


What’s the safest way to breach without getting wiped?

Breach with a plan: Scout marks the target wall, Entry breaks it, Anchor watches flank/third party angles, and the squad pushes in trade distance. Don’t breach if your team is spread out or unplated.


Does destruction help against the deadly ring?

Yes. Creating extra exits and making rubble cover can prevent you from being trapped inside buildings and can give you safer crossing options when the ring forces movement.


How do I avoid over-demolishing and losing my own cover?

Think “surgical.” Remove only what gives the enemy advantage (a head-glitch corner, a staircase, a reset wall) and preserve at least one clean reset space for your squad.


What’s the best destruction strategy in endgame?

Preserve your hard cover while deleting the enemy’s. In final circles, the team that controls the last safe cover—and forces opponents into open ground—usually wins.

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