Day three of the course moves from flat range and basic shoothouse work into force-on-force training. The focus is on applying previously learned CQB fundamentals under more realistic pressure. Instructors expect mistakes and “curve balls” as students transition from static drills to dynamic problems. The team acknowledges that this is where weaknesses in communication, movement, and room-clearing technique will start to show. The goal is to see where the plan breaks down, then refine entries, sectors of fire, and coordination inside the structure.
Instructors brief the first evolution by telling the six-man entry team that live role players, described as SEALs, will be shooting back with training munitions. Students are told to move slowly and methodically, treating the run as if they will take incoming fire. In reality, the house is filled only with paper targets. The intent is to set a combat mindset and pace for the rest of the day, forcing students to respect angles, doors, and open spaces as if they were under threat. After the run, they discover it was just targets, but the mental framework is established.
The first pass through the house is choppy. Instructors point out that students already know where visible threats are, yet still hesitate and over-communicate instead of acting. One critique focuses on a hallway with two open spaces and a person downrange. A student keeps looking back, exposing himself to another angle while trying to manage both sides. The instructor demonstrates non-verbal cues, such as a hand signal indicating multiple threats, so teammates can flow up and button-hook or cross into the space. Proper positioning, backing off from closed doors, and using four people to work the final door are emphasized to clean up the run.
During a live force-on-force run, students experience getting hit with training rounds while trying to manage long hallways and doorways. One student takes multiple impacts, including to the back and legs, during a barrel exchange around a barricade. The instructor highlights that the student was slightly faster around the barrel, which exposed his back when his teammate did not move with him. The debrief stresses that in CQB, individual speed must be matched with team coordination. If one shooter drives the corner too aggressively without synchronized movement, gaps open and someone gets lit up from behind or from uncleared angles.
After observing two runs—one rough and one more fluid—the team discusses performance. One shooter notes that his teammates are not used to real-time CQB problem solving, leading to missed cues and delayed movement. In his run, he held long cover on a potential combatant down a hallway while expecting a teammate to flow in and body-block an open door; that support never came. Instructors clarify that his primary job was long cover, while those behind him should have organized slicing the pie and clearing side threats. Trying to both manage long and direct the team is unrealistic, and repeated glances back only increase the chance of getting shot.
In a later scenario, the stack is rearranged and roles change. One shooter becomes the first man into a room, tasked with dominating a door immediately inside the hallway, while his partner should hold long down the corridor. The shoothouse configuration is altered so doors that were previously out of play now matter, forcing students to reassess priorities. A key lesson emerges when a shooter refuses to “check up” his gun and let a teammate enter a room where an active hostile is waiting. Doing so would have created crossfire and exposed both to another open door they had not seen. Instructors praise the decision-making, while also noting moments where backs were exposed to barricades and teammates had to quickly adjust to cover those mistakes.
The training culminates in a capture-the-flag exercise inside the shoothouse, using teams of three. One team enters and exits from one side of the structure, while the opposing team uses a different door. A flag is hidden in an unknown room, and whoever secures it must return to their original entry point without being hit. The pace is faster, with more one-man entries and less deliberate clearing, but fundamentals still apply. If a player is shot, they are out of play and must stop, letting their weapon hang or leaning against a wall. The flag can be recovered by anyone, reinforcing movement, communication, and risk management under competitive pressure.