
How to CQB

Historically, CQB (Close Quarters Battle) refers to the tactical concept of fighting at short distances, typically in urban or built-up environments. Operators sometimes must rely on close-range weapons and tactics.
Because of this, CQB is one of the disciplines that demands the most training and continuous refreshers within special operations units. Success or failure is decided in seconds, so training drills are practiced until reactions become automatic.
In airsoft, CQB is a fast-paced style of play where, often, a novice can send a veteran back to respawn more easily than in open-field play. That’s why CQB demands high concentration and coordinated team play.
PREPARATION
As a team
Airsoft is a team sport. Working together produces better results, more realism and —most importantly— greater fun. In CQB this is even more critical: you need a team (not merely a group of people) where every member knows their role from the start without needing long explanations.

Sectors of coverage
A team of four or five operators is usually sufficient. A single person’s field of view is roughly 180–210°, but functionally closer to 90–100°. With four people you can cover all sectors —360°. In practice, you don’t need to actively watch every sector at all times: when you’re hugging a wall some sectors are safe and you should concentrate on controlling the remaining angles
Weapons
For CQB-friendly loadouts, shorter rifles, submachine guns, shotguns, or reliable sidearms are generally more comfortable and effective. Anything that allows quick target acquisition, fast reflexive shots, and good mobility is preferred.



![]() |

MOVEMENT
SINGLE FILE
Move as close as safely possible to the teammate ahead of you. This minimizes the space you occupy, reduces the chance of losing sight of teammates in low light, and —crucially— when contact occurs there are more operators already in position to respond.
REAR GUARD!
Despite sounding obvious, rear security is a common failure point in CQB. Buildings can be labyrinthine; even after clearing a path, an enemy can flank or appear from behind. The last person in the column must maintain strict control of the rear sector. That doesn’t mean walking backwards constantly, but the rear guard must monitor behind the team: turn when the team stops, turn before changing direction, and make irregular backwards checks so the enemy cannot catch you by surprise.

High ready
Always use the high ready. Either point your replica toward the sector you control or toward the ceiling. When you’re pressed up against the teammate ahead, having the weapon high allows a faster response when you must engage than if the weapon is low. Also, accidental discharges toward the ground tend to ricochet dangerously — pointing up reduces that risk.
Avoid brushing walls
As a general rule, we should avoid making contact with the walls or any part of the structure. Contact generates noise and can cost you the element of surprise and initiative.

As a rule, avoid touching the walls or any part of the structure.

INTERVENTION
The intervention (entry/clear) block is the most important, dangerous and extensive part of CQB. We can distinguish two major situations: WITH and WITHOUT the element of surprise. The entire approach changes depending on whether you still have surprise or the enemy already expects you. Always ask: do we still have the Factor of Surprise (FS)?

Intervention with surprise
When you have the Factor of Surprise (FS), stealth becomes paramount. Avoid any noise, even small BBs underfoot; control breathing; silence is crucial. Communication should be by hand signals — no words or whispers.
Simple scan
At doors or windows, with FS it’s ideal to perform a careful scan: approach slowly from the outside, lean in to see what lies beyond, exposing only the minimum silhouette necessary (barrel and eye). Gradually transition through the opening after collecting the maximum visual information about the interior.

Double scan
For a double scan, the first man may kneel to scan while the second man supports him. The second operator wraps his legs around the first to steady him, allowing the first to lean and check while remaining supported. This way, if contact occurs, two operators can immediately respond to incoming fire.

ENTRIES
There are many entry methods:
On one side of the door
One common and simple method is entering from the side of the door: the team files through the doorway one by one in order, and each operator, after crossing, moves to the opposite side of the room relative to the teammate ahead. The team adapts to the choices of the first man and follows the prearranged system — each operator takes the side opposite the operator in front.

Two doors scenario
If two doors at the same distance are open, entering one may expose operators to those inside the other. Assign personnel to both doors for a coordinated entry if enemies may be present in either room. Under FS you can enter the primary door while the second man watches the secondary door from its frame without fully entering; the whole team follows the lead of the first man, and the last operator picks up the secondary watcher so he joins the formation and enters last.

HOLDING & SECURING ROOMS
Sometimes you’ll need to remain longer than intended in a room — to aid a casualty or interact with mission objectives. You must secure, occupy and hold those rooms. Typically, team members take the corners. The team leader, medic, or the member performing the task will be positioned while another operator stands between them and the door, covering the activity. Room control aims to watch for approaching threats; if the room has limited avenues of threat (one door, no windows), you can reinforce other positions with extra personnel.

Generally, team members will occupy the corners of the room. The Team Leader, the medic, or the team member who needs to interact will do what they have to do while another teammate stands beside them, between them and the door, providing cover.
Room control aims to monitor and guard against any threats approaching it. In many cases, if the room does not present multiple threats (no windows, only one door, no additional exits, etc.), we can reinforce other positions with more personnel.

I hope I have been helpful in explaining concepts about the development of combat in confined spaces. As I said, this subject is very broad and could fill many articles — perhaps even special thematic issues of the magazine. However, the aim of this article was to set out the most important foundations to approach these kinds of scenarios with greater safety, discipline and realism. Whether we like it or not, it is what this hobby of ours is always searching for: airsoft.
