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Threat + Location + Action Callouts

Core rule

A useful callout tells people what the threat is, where it is, and what action matters.

Bad callout:

"Brim!"

Better callout:

"Brim on west wall, spread off the wall."

Callout formula

Threat + location + action

Examples:

Weak callout Stronger callout
"Bomb!" "Bomb squad north side, tanks stop north lane."
"Lightcaller!" "Lightcaller on east door, get off east clump."
"They're coming!" "Enemy turning through south choke, prepare defensives."
"Caller deep!" "Enemy caller deep southwest, punish if safe."
"We killed a lot!" "Enemy west front is down supports; push west now."

What to avoid

  • item names with no direction
  • panic screaming over the caller
  • repeating information after the caller has acted on it
  • hype claims unsupported by kill feed or vision
  • telling the caller what to do unless you are assigned to that role

Scout / secondary caller note

Report, then stop. The caller needs clean information, not a second person fighting for control of the zerg.

Good:

"Bomb squad mounted north, five players, moving east toward our backline."

Bad:

"North north north go north no no back back back!"

Training prompt

During comms review, mark each callout as:

  • useful information
  • missing location
  • missing action
  • repeated/noisy
  • over-calling
  • morale/hype only