Skip to content
Team Play

How Four Players Stand in Anne Co-op: Who Leads, Who Trails, Who Revives

Progress uses the team's lower-median Flow. One person rushing ahead will not move the countdown.

Why you cannot each play your own game

Progress uses the team's lower-median Flow: the back half of four sets the pace. Reaching the next supply does not reset the countdown if the rest are still reloading at the door. Anti-Bait can still call the whole team stalled.

Grouping has numbers. At least two valid survivors, one connected group, nobody isolated past 1200. Span at most 800, or at most 1500 with average nearest-teammate distance at most 800. Fall outside that, and Hunter and Jockey pick the straggler.

Timeline and grouping checks

How to split positions

  • Lead:Walk first: clear vision and call SI ahead. Do not pull more than one corner away from the second player.
  • Mid:Two follow behind: finish SI, throw utilities, stop side spawns.
  • Rear:Watch the last player. Revive first if someone is down. Call halt if someone falls behind.

In Shotgun Hardcore the lead uses a shotgun, mid keeps a gun that can finish at range. Standard Anne co-op need not be this rigid, but someone must take rear.

These three are not fixed posts but wherever people happen to be. Going through a narrow door reverses the order and your rear guard becomes the point. What matters is that all three jobs have someone doing them at any moment, not who claimed which title.

How to judge spacing

The grouping check measures distance, not whether you feel together. A few directly usable rules:

  • Never let a full corner separate the point man from the second player. Out of sight means out of reach.
  • Four in a straight line is the most dangerous shape — neither end can reach the middle. Move in pairs where it is wide, single file but tighter where it is narrow.
  • The gap between the rear guard and the second-from-last decides whether anyone can come back after a Hunter takes the rear guard.
  • At doors, stairs and anywhere you have to queue, the ones who get through should take a step and wait rather than carrying straight on.

The exact numbers are in the timeline article: isolation beyond 1200 counts as dropping out, and a spread beyond 800 breaks grouping. You do not need to memorise them — knowing that "one corner" is roughly that scale is enough.

Revives come before chasing SI

Down, ledge, and pin all count as vulnerable. If they appear after the timeline is due, the next wave drops immediately. Break the pin, get them up. One person revives, two watch around. Four people shooting the downed player usually leave the side spawn unwatched.

When you can stop

Stopping to reload, heal, or wait for a straggler is fine. A healthy clump standing still holds the wave until you take a step. If you stop, stagger positions, or say these few seconds are status only.

While Tank pressure is on the field, SI will not hustle you on the normal countdown. Finish the Tank, then move.

The four most common positioning mistakes

The long snake
Four in a straight line, with neither end able to reach the middle. Move in pairs where it is wide; single file but closer together where it is narrow.
The four-man pile-up
All crammed into one doorway or corner, where a single Boomer coats all four and a single Charger knocks down three. Grouping does not mean standing on each other.
The rear guard turning into the point
The rear guard sees a fight up front, runs to help, and nobody is watching the back any more. The rear guard's job is to look behind — resist the urge.
Everyone pushing forward to revive
All four rush the downed teammate, nobody watches the one that spawns on the flank, and you revive one only to lose another. Assign one person to revive while the others cover directions.

These four have one thing in common: they all come from good intentions — staying close, helping out, saving someone. But the checks here run on distance and state, and good intentions are not in the formula.

The few calls you must make

  • SI class and direction, for example "Smoker left" or "Hunter behind".
  • When you are down or black-and-white.
  • Whether to stop or go. If one person calls halt and three keep running, the team stretches into a line.