Situations like these can be difficult to manage, especially if we consider where a particular circumstance gave the OPFOR an advantage to eliminate a single teammate during an exchange. What I need to know now is whether or not you were pressing into an area wide lined where roughly the OPFOR was supposed to have been. If this is the case, as I'll address the possibility later in my post, then it was somewhere in between the time of no contact and 1 minute past contact that he was eliminated.
Now, it'd be my guess that you're squads manuever was more tight-nitched, closer infact to the formation of a Diamond, Wedge, or unassembled "clump" and that when contact was made, the OPFOR was in a paced skirmish line. I say that because its the only real way for a squad of equal capacity and formation to find a gap in you're line and hit it out. Perhaps when you were pressing forward in a staggered line formation, the break uneven of you're seeking cover or a position to return fire at once fire was taken, is where the teammate was eliminated because the OPFORs first shots fired were at him. If ambush is instead the factor and one was eliminated because of this, it is likely the OPFOR either baited you or initiated contact once they thought an advantage was gained. In any of these cases, what we have evidently highlighted is the OPFOR's ability to surround you, despite some severe firelanes that would've hampered or broke up they're attack coming from the occupied shed.
It's likely that you're move to the shed had initiated a chase or that one was already in progress. You never did break contact, they only followed you. Whats possible is during you're move into the shed, the OPFOR broke up after taking return fire or knowing the strengths of an occupied building, decided to surround it just on oppertunity. However, whats more likely is that you were surrounded to begin with.
Progress of Events:
So, the OPFOR spreads out, surrounding you're position. Either on ambush or standard contact with the OPFOR, between 0 second and 1 minute, a teammate is eliminated. The elimination, following with a closing pincer, forces you to withdraw to a nearby shed. Because you were surrounded to begin with, the OPFOR closes around the barn to either thwart whose on the second floor or discover another entrance to infiltrate the structure or mount a new firelane. Either reason or way, the OPFOR has isolated you're position from escape.
Now, you're struck in the Barn. Taking fire from all four sides, you've got an opponent on the hill to you're right, one in the trail to you're left, one ahead of you at you're 3 o'clock covering the second and first floor window and entrance, and a fourth covering the rear window. Handling this situation can be tricky, but what you need to establish now is advantages.
Refer to the attachment I gave you and read this as we go:
Section 00, highlights territorial locations of you're opponent, where he could feasibly go before having no LOS, or what area's he can put you into check with. Right now, you're in check. Box Blue A, shows the opponent in the 3 o'clock zone.
Dealing with opponent in Box Blue A: Taking this guy out is going to be tricky but it can done. A switch from the original 2 1st floor window cover to 1 2nd floor window cover can even the odds but it needs to be done quickly. Move one of you're players to the front entrance into the corner left of the doorway. Have him in conjunction with the 2nd floor player, put fire on the guy to you're 3'o'clock. He's the closest out of all four players -- its feasible that he can be eliminated much quicker. From the corner, you're also still controlling the original position at the window, so the player thats just been moved is'int loosing anything directly.
How to work this out quick: "Okay, bob, go to the door and get a shot on this guy." -OR- "Okay, bob, go to the left corner of the door and take some pot shots at this guy."
Plausible questions: "Where is he?" Good answer: "Follow my shots in." -OR- "He's over x___".
The other player on the ground floor needs to be aware he is now exposed. Stack him in the other corner opposite of bob -- this puts him in less danger and gives cover. Now, both windows are covered from a speedball close in and additional firepower has been regulated against the first closest player. In addition, you're third can also help out.
How to work this out quick: "Okay, teh, go to where bob was but by the corner of the window. See if you cant hit the guy were shooting at."
With three guns on one, a shot should push through whatever foilage is protecting that closest player. You'll be taking a lot of fire on this manuever, so if you can't end the closest player be ready to take on the rushers, as you're setup to do that well. If you've eliminated the closest player, good job! If not, switch to the next closest threat. But keep them suppressed and always change up what you got. Do not stay static, as players can rapidly disseminate and prepare for that.
Dealing with the player in Box Magenta B:
This player, whose on a hill, has an extremely good advantage. Although, by you're diagram its possible he's much closer. There's no height advantage for this one, but numbers, and this ones going to be a sore one. A thing I thought of a moment ago here, was that this guy could shoot through one of you're windows and hit the guy opposite of whose closest to him. Same with the guy on the trail to you're left. Whichever one you choose, Box Magenta B is going to be rough. Don't engage his attention -- you want absolute suprise in that you're going to stack additional firepower against him. You might also try breathing a bit -- such as manuevering a player outside the entrance a bit to get a new angle on him.
The disadvantages is that you're two bottom players will be exposed from the window left side and the entrance, something the 3rd on the 2nd floor can't really deal with. But, you want that 3rd guy up there. You cant have him going up and down ladders or staircases with his deadzone facing a rushing opponent.
So, have the 3rd guy move down the shed on the 2nd floor to where he can cover the doorway, just in case its rushed. The bottom 2 need to stack the right window, without being seen, or one needs to prepare to exit the shed briefly to put down a side door shot on the hill guy while window works him into distraction.
How To Work This Out Quick: "bob, teh, stack that window and take the guy on that hill. Dont let them see you." -OR- "bob, go back to your window and fire on hill. teh stay at the entrance. once bob fires on hill, flank the hill with fire."
If plan A is in motion, both players are firing on the hill position together, forcing that player to withdraw or dig in to defend himself. If the players have identified him and got him static, it's only a matter of time before one of these shots meets its mark. If you've worked suprise well, you may have caught him off guard. In any case, the other team is not going to let you get away with one or two eliminations. Make sure to check the windows and entrances often. If a rusher closes in, step away from the window, take cover, and make that guy you're priority because he's closer. Chance to hit and break is increased subsequently.
If plan B is in motion, both players are firing on the hill position together. Now, with this new angle, hilltop guy has to change something up. He's going to be calling for help or firing on you're exposed player. Make sure you're exposed player can eliminate this guy or make the call to flank outward and eliminate him before he realizes whats going on.
If you're plan was to eliminate the guy on Orange Box D instead of Purple Box Magenta, then the same issues work out. The only danger is if hilltop guy closes in. He is technically the closest and thats why we prioritized him over a player whose likely further away, because that much closer, and the players almost always inclined to rush. Taking Orange Box D as a follow up or start is optional.
Taking this guy out will require IDing his position. Recon by fire, or a quick head poke out to bait a shot is the only way, if he has'nt been firing. Handle him the same way we handled the guy on the hilltop, but be ready for him to close in or have already shifted if hilltop and front has been eliminated. Infact, you should practically expect them to close in within two minutes of shed occupation. Two minutes being at most.
Either method is going to be key -- because what my goal all along has been is:
"Eliminate OPFOR's control on escape route."
"Eliminate OPFOR's sentries, guarding escape route."
"Isolate OPFOR to a contained position either behind us or infront of us without reserve."
If you've contained or suppressed the OPFOR enough, now you can begin to breath a little. If you've not eliminated the front player, but hilltop, you can use the right window as an escape or flanking route. If you've eliminated the front player, but not hilltop, you can now use the entrance to escape or flank outward. More prudently, you can still lift the pressure from hilltop with some added space or a change of plans. Either way, the numbers should be about even, or less then so.
If you've isolated Orange Box D and Yellow Box C behind you, good work. But guess what? They've already either moved, are moving together, or already against the barn preparing to snapshot.
Dealing with players who moved:
Utilizing you're 2nd floor story position, you can figure out whats going on behind you. 2nd story should push back to the other window to figure out the rear players position and carefully engage it if its baited or seen. The bottom two players should now be focusing on working together to outmanuever or identify and fire on Orange Box D's player. In any case, don't let the numbers go to you're head. Find the opponent and flank him.
Another idea would be suppressing the rear guy, and stacking both of you're 1st story shed players out the right window to swing around the structure. This is so they can flank Yellow C's player, then move on to finish D.
How To Work This Out Quickly: "bob, teh, move out of the right window to get the guy behind us. I'm going to cover from up top." -OR - "bob, teh, I'm going to keep the guy behind us down. flank the guy to our left."
Dealing with players who are moving together:
If D and C are all thats left and are pack ratting, identify them quickly. These two moving together can make short work of you're setups, especially if suprise is on they're side. You can either: A. Wait inside the shed to ambush them. B. Prod they're location by testing the windows and entrances for knee-jerk nervous fire. Hold a hand out, tip a marker out now and then. Always, for the 2nd floor guy, look down outside of the windows. Or, C. Take everyone, and stack them 2nd floor or in the corner's of each floor.
If they're outside and farther out from the barn, but together, hit them with what you can, but go carefully. Don't follow them into a trap.
How to work this out quickly: "bob, teh, stack the corners and wait for them." -OR- "bob, teh, lets fan out and find them, check the windows and entrance way first. don't go all the way out, just see if they're there before we go."
It might not be a complete solution, but I'm tired now. And I've got to fill my air tanks.