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Author Topic: Squad Tatics  (Read 7558 times)

Offline TheRulesLawyer

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Squad Tatics
« on: November 07, 2011, 11:15:23 AM »
Lets start a repository for helpful squad tactics.

Composition
4 man squads, we have limited space.

2x Medic- Most situations. If one medic goes down you still have another to res without having to hit a spawn point.
1x Support- Ammo, some AT ability with mortar.
1x Engineer/Recon depending on situation and map.

Marching Order
I'd go medic first and last so that no matter what side you make contact with you won't have both medics killed before you can react. You could vary support and engineer and support
Medic
Support
Engineer/Recon
Medic

Bounding
When enemy contact is suspected move from cover to cover in a leapfrog movement. One person moves while the squad covers and suppresses as needed.

Checking corners
When entering a new room or area, check corners as you enter. Check overlooking windows for opfor. People love crouching in corners.

Entryway Strategy
Coming to entryway to an area or a T intersection with suspected opfor, It helps to stack on either side of the doorway. You can have one person scan each direction down the hall/room while a third enters through the door and runs for cover in the hall.

Flag Caps
When capping a flag you mostly be in the kneeling or prone posture to reduce your target profile. Prone usually gets your completely behind cover, but limited the arc you can cover and slows reaction to attacks from other directions. Its important to have 360 field of fire. Position your squad so you are covering all possible assault directions so you can put fire on attackers immediately. Nothing worse than a squad wipe because you weren't watching behind you. Until you get the flag neutral be aware of spawns. Once you start capping, the spawn starts flashing and you'll get people spawning on you often. If you know the span points for the cap, cover them.

Add, correct, expand. Lets share.

Offline Strydes

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Re: Squad Tatics
« Reply #1 on: November 07, 2011, 11:25:42 AM »
I really like the tactical knowledge applied here. Now all we need is for it to be actuated in combat.

Thanks for the excellent explanantion.

Offline marpla

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Re: Squad Tatics
« Reply #2 on: November 07, 2011, 11:31:49 AM »
Nice data Rules...will be good to make an squad and get in a dif channel to improve the work.
Im a good Engineer (less than Duke but good), count me in...we can jump to test in a channel and see if the theory apply for the practice.
Saludos, marpla live from Argentina!


Offline DAEMON

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Re: Squad Tatics
« Reply #3 on: November 08, 2011, 08:46:07 AM »
I too would be in for this.  Unless it's only open to {BF} guys ;D

Offline marpla

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Re: Squad Tatics
« Reply #4 on: November 08, 2011, 10:39:29 AM »
I too would be in for this.  Unless it's only open to {BF} guys ;D

Lets try this tonight...and see what happend...Daemon, rules, me and one more...the first who post !! lmao
Saludos, marpla live from Argentina!


Offline DAEMON

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Re: Squad Tatics
« Reply #5 on: November 08, 2011, 11:06:09 AM »
Sounds good!

Offline TheRulesLawyer

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Re: Squad Tatics
« Reply #6 on: November 08, 2011, 12:08:58 PM »
I'm up for it, but I won't be on until late tonight if at all. Wednesday will be better.

Offline Windswept

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Re: Squad Tatics
« Reply #7 on: November 08, 2011, 12:37:03 PM »
I think this is going to be very important as we progress with MLG gaming.  i wil be putting together some info we need to discuss also i am going to need help from others so i can delegate some work so we are oin track and have backup leadership.

Offline Duke Kahanamoku

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Re: Squad Tatics
« Reply #8 on: November 08, 2011, 02:40:12 PM »
I've been working the squad angle with Ripper and several others including Blaze since release----I've been playing CSS competition with them for a long time now and I think Rip and I specifically have decided to concentrate on BF3.'

Anywho, I like the idea of doing bounding overwatch and movement to contact--- but with the default class setup, I'm thinking it may be too restrictive to just go with medic, medic, support, eng/recon.  We like to double up on engineers especially on armor heavy maps.  Since we are not heavy vehicle users, two or more engineers concentrating fire power on an armored target is pretty effective.  Additionally because of the fast respawn times two medics seems like it may be a tad overkill unless you are in a really tight ticket battle.  Yeah medics are nice for healing, but as a medic, I've found myself way too vulnerable and useless against enemy armor.  When you respawn in less then ten seconds (that's what it seems like anyways) the explosive ordinance just seems a little more useful in a mixed infantry/armor fight than being able to revive or heal.

Also, with the MLG stuff---is it going to be restricted to Members only?  I've been working on some friends to consider joining the OBC BF Bn.  I'm thinking that getting some exposure to the group in a competition setting will help put us over the top in their decision.  Plus competing with other gamers will increase our exposure... My :sSig_2cents:
I'm on a boat c1

Offline Duke Kahanamoku

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Re: Squad Tatics
« Reply #9 on: November 08, 2011, 02:49:15 PM »
One more thing:  Recon. Aside from padding the stats and keeping low death numbers, has anyone figured how to use this class really effectively? I'm not talking about the Recon players with astronomical KDRs that are constantly on losing teams---I'm talking about how to use SOFLAM effectively, the radio beacons, etc etc. I'm having a real difficult time figuring out this class.
I'm on a boat c1

Offline Darkstar

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Re: Squad Tatics
« Reply #10 on: November 08, 2011, 03:15:37 PM »
On HC mode with spawn on squad leader only do not let your squad leader use recon and put down a beacon.  If you try to spawn on squad leader you can only spawn on their beacon, not the actual player...this happened where my guys could only spawn in the sky above my beacon, Solo was about to strangle me until I figured out what he was saying and destroyed the beacon.

An additional note, I would like to play in a squad that hunts down vehicles, land and air...at least for one night to try it out.  I think you would need either 1 recon for laser/soflam with 3 engis and javelins or 1 recon, 2 engis and a medic to revive/take out incoming foot soldiers.  Ideally each team should have one squad like this...it would really help to clear out the tanks/attack choppers that can destroy a team ticket wise.  The engis should have their extra rocket ammo perk on...depending on success/stealth maybe the medic could be swapped out with support to provide lots of ammo.

Offline TheRulesLawyer

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Re: Squad Tatics
« Reply #11 on: November 08, 2011, 05:08:24 PM »
One more thing:  Recon. Aside from padding the stats and keeping low death numbers, has anyone figured how to use this class really effectively? I'm not talking about the Recon players with astronomical KDRs that are constantly on losing teams---I'm talking about how to use SOFLAM effectively, the radio beacons, etc etc. I'm having a real difficult time figuring out this class.

Well Soflam makes air targets available to guided shells, javelin, and ATGM. Even if you don't have those in your platoon its worth lasing targets as I shot down a helo with my tank when a recon did that.

Offline TheRulesLawyer

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Re: Squad Tatics
« Reply #12 on: November 08, 2011, 05:12:11 PM »
but with the default class setup, I'm thinking it may be too restrictive to just go with medic, medic, support, eng/recon.  We like to double up on engineers especially on armor heavy maps.  Since we are not heavy vehicle users, two or more engineers concentrating fire power on an armored target is pretty effective.  Additionally because of the fast respawn times two medics seems like it may be a tad overkill unless you are in a really tight ticket battle.  Yeah medics are nice for healing, but as a medic, I've found myself way too vulnerable and useless against enemy armor. 

My thinking is that tickets are always tickets, but I'll spawn more engineers when needed. medics can revive vs any threat where engineers are less useful unless you are facing a specific threat. I haven't had vehicle encounters that were that frequent or unavoidable that I'd feel the need to have it in the default setup. If you do only one medic they should be SL and stay back from point so they can stay alive to res in case of area effect weapons, etc.

Offline BALivindream

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Re: Squad Tatics
« Reply #13 on: November 09, 2011, 09:40:36 AM »
I really like the tactical knowledge applied here. Now all we need is for it to be actuated in combat.

Thanks for the excellent explanantion.

I agree.  I don't have a military background but I am willing and eager to learn tactics that will prove successful in our overall operations.


Offline LoSolo

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Re: Squad Tatics
« Reply #14 on: November 09, 2011, 11:08:25 AM »
One more thing:  Recon. Aside from padding the stats and keeping low death numbers, has anyone figured how to use this class really effectively? I'm not talking about the Recon players with astronomical KDRs that are constantly on losing teams---I'm talking about how to use SOFLAM effectively, the radio beacons, etc etc. I'm having a real difficult time figuring out this class.

I have only played twice where there are people that were able to use SOFLAM and tank laser effectively but when used right it was very effective. But it requires team work and communication. I think that if people use the RECON class as RECON then it is effective. I am not sure why people think recon is all about sniping. The kit is a based on the USMC Force Recon units which are not just snipers they are a key aspect in projecting massive force from a small unit. They are stealthy like a SEAL but when they leave an area its usually flat instead of intact.

So my suggestion is play the class the way it was meant to be played. Not hiding in the hills but behind an enemy objective sending back intel, directing squad movements and painting targets so that aircraft, tanks and javelins do not have to break cover or have line of sight to lock on targets.
My suggestion is that if you are playing recon your primary objective is to move quick and quiet until you are in a flanking position. Once you have the flank your objective becomes not to engage the entire enemy force but to clear a path for approaching squads. Shoot only when there is an enemy on a intercept path with your squad or teammates. This limits your exposure while ensuring that you will have back up arriving in your area ready to fight.  Being shot from a sniper far away is annoying, being shot from behind and seeing a squad in front of you brings confusion and the sense of being overwhelmed(ie force projection). While in a secure position behind the objective you should provide a constant spawn point and communicate the movement and location of baddies.

 If you are using a beacon place it at least 5 meters from any object and on the ground or bottom floors. Placing a beacon on a roof or upper floors or near object causes the parachuting spawn. When using a beacon maybe have a support guy clay more it so that whoever stumbles upon it meets a quick ending. Also with spawn beacons you might want to position your self 50-100 meters behind it and have it in your direct or peripheral line of sight to protect it.  Thats my  :sSig_2cents: about the recon class


 

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