I've been experimenting around with this, using half speed on the first two men through the door to see if they would clear the fatal funnel better, but have had limited success. I've wondered if some sort of priority setting system would work, or if it would make things too complicated and take some fun out of it.
In the method I was taught, each man goes through the door and along a path determined by the #1 man, who gets to choose his direction. Each man's target priorities are:
1) the immediate area of the door (to prevent the entire stack from getting stuck in the doorway)
2) his own path of travel (to prevent the guy behind him from running into him)
3) his own range fan, towards the middle of the room and the opposite wall (to address the rest of the hostiles in the room)
Assuming some level of surprise (without which you're pretty much hosed anyhow), the #1 and #2 men should be clearing along the walls as the #3 and #4 men passes through the funnel and engages targets in the center of the room. I've had difficulty with guys scanning forward and seeing a target, but then adhering to my command to scan towards the center of the room. They then walk past that target and a point blank shootout ensues. I had wondered if my ability scores were low enough that they were just failing to pick up the target, or if my range fan commands were taking precedent over addressing targets.
It made me think of Frozen Synapse (which I played a couple times but quit after wishing that it was more like... B&C), that has a command which tells guys to ignore targets during certain move commands.
Last, for the admins, is the Veteran forum going to open soon? I got out in '03 and would be absolutely fascinated to discuss with more recent vets how MOUT has changed since then.