Handbook · Combat

Double and triple raids

When one raid is not enough: moving between shells, the four lines each RL receives, and why starting third can mean hitting second.

updated 2026-09-08

Against an arsenal, or any building held by someone strong, one raid is not enough. Two or three go in together, built as one plan, and the plan has a shape that is not obvious from inside your own raid: the order the raids start in is not the order they land in. This chapter is that plan, and what it asks of you.

The short version
  • You may be asked to switch shell. Do it fast, ask later.
  • Each RL gets four lines: mix, formation, trigger, hit.
  • T is when the raid starts. H is when it lands. They differ.
  • Never let a raid collapse: the anchor stays.
  • When nitro is called, everyone uses one.
01

You can be moved between shells, and it is not personal

To build two or three strong raids at once, members move from the support shells into the combat shells — and sometimes back. Everyone in this faction can be asked to move, and being asked means the plan needs your crew somewhere else, not that anything is wrong.

The only thing that matters is speed. A member who moves in ten seconds is in the raid; a member who moves in two minutes is watching it.

02

Each raid arrives as four lines

On a double or triple, every RL gets the same four-line instruction for their own raid. It reads like this:

LineExampleMeans
mix53250% knives, 30% guns, 20% bikes
formationhitman sHitman Square — s square, w wedge
triggerT3this raid starts third
hitH2this raid lands second

The first two lines are the ones you already know — the mix is the three digits from Combat basics, and the formation is one of the six in Formations and counters. The last two are new, and they are the point of the whole chapter.

03

Starting order and landing order are two different lists

The raids do not travel the same distance, so the one that leaves last can be the one that arrives in the middle. That is deliberate: the plan is written in terms of when each raid hits, and the start times are worked backwards from it.

Trigger · it starts T1 T2 T3 your raid H1 H2 H3 Hit · it lands
T3 · H2 — starts third, lands second

So do not read your own T number as your place in a queue, and never adjust it because another raid seems to be going first. Your raid is one moving part of a shape somebody drew, and the shape only works if every part keeps its own time.

04

Two things people forget: the anchor and the nitro

The anchor is the troop left in a raid so the raid does not collapse. It goes in every raid, every time, and there is no situation in which skipping it saves anything — a collapsed raid takes everyone in it with it.

Nitro is a raid speed-up. When one is called, everyone uses one: a speed-up that half the raid applies just breaks the timing the plan was built on. Both words are in The words we use.

05

Switching between teams is the fastest thing you will do all fight

When we are taking turns holding a building, teams swap position, and the swap is measured in seconds. Be ready to send the moment you are told, and be ready to change what you are sending halfway through.

What leaves your hand does not change: one knife, a luxury car, and the mix your priority group was asked for. Only the speed changes.

Three raids, one shape

Keep your own time, not somebody else's