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BalduursGATE Field ManualCoordinated assaults4.10.0-hotfix (55227) · Version 1 · Sourced
FM · FPS · FPS-KOORDINIERTE-ANGRIFFE · guide.fps-koordinierte-angriffeOnline version: https://oldmensclub.de/citizen-hub/academy/fps-koordinierte-angriffe.en.html
BalduursGATE Field Manual · Academy · Edition 1
FPSLevel: Expert

Coordinated assaults

Two teams attacking at the same time are strong. Two teams going through the same door at the same time are an accident.

Valid from patch
4.10.0
Game data version
4.10.0-hotfix (55227)
Version
1
Updated
2026-09-13
Review statusSourced

Every control function and game object used exists in the current game version. The statements come from the sources listed.

Review path and sources

Editorial in-game review

Nobody from the editorial team has flown it in game yet. The information comes from the sources listed below.

Context. sequence and roles are explained practice. Values for ships, components and commodities are in the data blocks and come from the game data; prices carry their measurement date.

What you will learn

  • Know what matters in coordinated assaults.
  • Be able to run the whole sequence once.

Prerequisites

What this is about

A coordinated assault is an advance by several teams on the same objective. The gain is that the opponent has to split. The danger is getting in each other’s way – up to and including friendly fire.

Preparation

  • Assign entrances. Every team has its route. Two teams at the same door are one team.
  • Agree a start signal. One person gives it, everyone waits for it.
  • Clarify the meeting point and the boundary. How far does which team go? That is the rule against friendly fire.
  • Agree an abort signal. One that everyone knows.
  • Clarify comms channels. One shared channel for calls so both teams have the same picture.

Tasks and roles

On top of the fireteam roles comes one more: the overall lead. He does not fight, he has the picture. He gives the start signal, tracks the boundary and calls the abort. In small groups one of the team leads takes this on – but it has to be someone.

Equipment

Both teams should be able to tell each other apart – if in doubt by calls, not by looks. Throwables have to be agreed: a grenade the other team does not know about hits the other team. What exists is in understanding weapons.

Functions for coordinationq1

Hand signals, light and throwables are the signals that work beyond comms – especially when two teams cannot see each other.

Game actionDefault keyboard/mouseDefault joystickTrigger
Forwardnp_5not bound by defaultsingle press
Stopnp_2not bound by defaultsingle press
Leftnp_1not bound by defaultsingle press
Rightnp_3not bound by defaultsingle press
Yesnp_4not bound by defaultsingle press
Nonp_6not bound by defaultsingle press
Weapon Select Radial Menu1not bound by defaulthold
Throwable Select Radial MenuGnot bound by defaulthold
Throw - Overarm & Two-HandedMouse leftnot bound by defaulthold
Throw - UnderarmMouse rightnot bound by defaulthold
Flashlight (Toggle)Tnot bound by defaulttoggle
Helmet (Equip)Left Alt + Hnot bound by defaulttoggle
Move ForwardWnot bound by defaulthold
Move BackwardsSnot bound by defaulthold
Move LeftAnot bound by defaulthold
Move RightDnot bound by defaulthold
SprintLeft Shiftnot bound by defaulttoggle

Game default binding, game version 4.10.0-hotfix (55227). If you rebound it yourself, your binding applies.

HOTAS/HOSAS: the joystick column is the default binding of ONE stick. On two sticks you assign pitch, yaw, roll and lateral strafe yourself – which axis a manoeuvre needs is listed in the HOTAS / HOSAS section.

Sequence

  1. Approach separately. Each team to its entrance.
  2. Report “ready”. Both teams, before anyone advances.
  3. Wait for the start signal. Even if it takes a while.
  4. Advance at the same time. Each team in its area.
  5. Call the boundary. “We are at the middle” – before you cross it.
  6. Meet and report. The building is only taken once both teams have reported.
  7. Break off together. On one signal, not team by team.
training.fps-koordinierte-angriffe.01ExpertPartner: requiredUNCONFIRMED
Goal
Lead two teams to the same objective by separate routes, with a shared start signal.
Preparation
Six to eight players, a building with two entrances, an organiser with overview. Start without opponents.
Task
Both teams move separately to their entrances, report “ready” and wait. The organiser gives the start signal. Both advance at the same time and meet in the middle. Then debrief: who arrived first, where would friendly fire have happened?
Success criterion
Both teams meet in the middle without the organiser being able to name a spot where they would have shot each other.
Partner
required
Functions needed
  • Forward
  • Stop
  • Left
  • Right
  • Yes
  • No

Risk and reward

The biggest risk of a coordinated assault is not the opponent but your own second team. Friendly fire almost always happens in the same place: at the boundary nobody defined beforehand.

The return: an opponent who has to react in two places at once makes mistakes he would not make otherwise. That is what the effort is for.

Typical mistakes

  • Attacking without a boundary. Reliably leads to friendly fire.
  • Moving without a start signal. Then one team attacks alone.
  • Two teams at one entrance. The advantage is gone, the risk remains.
  • Overloading comms. Twice as dangerous with two teams.
  • Aborting team by team. The remaining team is then on its own.

Next step

What each team must bring is in mission loadouts. The complete preparation of a ground operation is a template in Mission Control: FPS ground operation.

Checklist

  • Preparation is complete before you launch.
  • Everyone knows their task.
  • You debriefed briefly after the operation.

On your Stream Deck

These functions belong to this topic. Which key that is for you is shown by the BalduursGATE plugin based on your own bindings – on purpose, no key is listed here.

Profile page FPS WEAPONS

  • Throwable Select Radial Menu

Profile page SOCIAL

  • Forward
  • Left
  • No
  • Right
  • Stop
  • Yes

Read next

Links are stored in the hub entry – the index computes the reverse direction. No address is hard-coded here.

← Back to the Academy

Sources

  1. q1GAME DATAACTION-MASTER – Steuerungsfunktionen und Standardbelegung aus defaultProfile.xml und global.ini (SC-4.10-ACTION-MASTER.json)Build 4.10.0-hotfix (55227)Name, Gruppe, Auslöseart, Profilseite und die Standardbelegung (Tastatur/Maus/Joystick) gelesen – keine eigene Belegung.

Patch and version information

Valid from
4.10.0
Valid until
open
Game data version
4.10.0-hotfix (55227)
Version
1 · EN Version 1
Review entries
none
Identifier
guide.fps-koordinierte-angriffe