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Frontlines - General Discussion Discuss the PC version of the Frontlines: Fuel of War game.

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Old 01-22-2008, 08:36 PM   #1 (permalink)
Exploding_Silver
 
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FFOW Squad Leading Tactics

My mind is really turning to what will be effective & tight communication for a four man infantry squad in a close quarter street map.

The ideas are already flowing and I will pull them together into a system and post it here !
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Old 01-22-2008, 08:56 PM   #2 (permalink)
WhiskeySix



 
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Re: FFOW Squad Leading Tactics

Yeah - it's such fertile ground!

The last few rounds I was on Red Star and got into SL'ing w/ the SMG and Ground support role (this is on street - I haven't been playing Oil Fields much). After earning the sentry gun, I'd set that up to cover the flag and the approach to the flag. I'd then plant some C4 behind barrels and things "down the alley" - where guys would take cover once the sentry started firing.

I'd then hang back and lock down the flag pretty well while my squad members pressured the next flag.

Can't wait to see what you've got cookin!
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Old 01-22-2008, 09:04 PM   #3 (permalink)
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Re: FFOW Squad Leading Tactics

Quote:
Originally Posted by WhiskeySix View Post
Can't wait to see what you've got cookin!

I am cooking big time !

I will be looking for comrades in arms to field test and refine the 'Diamond System', I am even aiming at documenting it all in videos for pre-release uber marketing of our TG server. This may all sound a bit lofty but I can pull it off ... with a little help from my friends
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Old 01-28-2008, 03:42 PM   #4 (permalink)
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Re: FFOW Squad Leading Tactics

Quote:
Originally Posted by Exploding_Silver View Post
I am cooking big time !

I will be looking for comrades in arms to field test and refine the 'Diamond System', I am even aiming at documenting it all in videos for pre-release uber marketing of our TG server. This may all sound a bit lofty but I can pull it off ... with a little help from my friends
Ah yes, another Silver production on youtube, I can't wait!
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Old 03-09-2008, 12:11 PM   #5 (permalink)
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Re: FFOW Squad Leading Tactics

Sorry for the necropost.

I am thinking that squad leading will be somewhat different than the BF series. Since the squads in BF2 could be so big, you would have a large monolithic element.

Since the squads in FFOW are maxed at 4 players, it would be better to use TS and have 2 squads (fireteams) of 3. That gives you 2 squad leaders.

Rather than have a full squad stay back in defense, have the 2 squad leaders stay back on defense.

Here is how it could look...

Leader: Spec-ops/Drone (squad leader)
2IC: Spec-ops/Drone (squad leader)

Fire-teams (option a):
1. Spec-ops/EMP
2. Spec-ops/EMP

Fire-teams (option b):
1. Spec-ops/EMP
2. Anti-vehicle/EMP

Fire-team (option c):
1a. Anti-vehicle/EMP
2a. Anti-vehicle/EMP
1b. Spec-ops/EMP
2b. Spec-ops/EMP


SOPs:

1. Both squad leaders stay back at the point you are defending while the fire teams push towards the objective point.

2. Squad leaders launch 1 drone for static defense over the defended point and a 2nd drone to recon the way for the fire teams. Recon only! No kamakazie! If the recon drone is destroyed, cycle the drones forward (defending drone goes forward while replacement drone goes on defense)

3. Squad leaders apply static defenses (ring the radius with C4...which we call anchoring the point)

4. Fire-team member with a ready EMP pod sets it as static defense. Remember, you can pick these up if you capture the point and want to move up.

5. Fire team member also places an EMP pod at the objective. This is part of ICE-ing the objective
* Isolate [from reinforcing]
* Change [it to your side]
* Eliminate [remaining opposition]

6. If the fire teams are using anti-vehicle kits, then they should seal the perimeter of the defended point with landmines so enemy vehicles cannot bum-rush the squad leaders.

7. Assign a "capture" team and a "clearing" team. Capture team goes immediately into radius. Clearing team cycles around the perimeter/spawn points to clear out enemy. ***The clearing team keeps the capture team alive.*** If the capture team goes down, then the clearing team takes over the capture team's role to continue the camp. When the (old) capture team respawns and pushes forward, they become the new clearing team.

The goal here is to capture the point within 1 spawn cycle. No sense in being slow and letting the enemy respawn. That's like fighting double the number of defenders.


Edit: The reason I am so strong on EMP and drones is that I think half of the battle is LOCATING the enemy while preventing the enemy from LOCATING you. EMP can neutralize vehicles and air support all while preventing you from showing up as a red triangle to the enemy. Drones make those little red triangles appear for you to LOCATE the enemy. I am already seeing pub servers that are so forested with EMP pods that being the air support role is a waste of time (especially since the rank-up has been slowed for them).

Edit: Add a quick dab of armor and CAS from other squads and there should be no point that this loadout and SOP cannot capture.

2nd Edit: Of course, cycle who is squad leader every new set of rounds since it's a boring static role
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Old 03-09-2008, 01:18 PM   #6 (permalink)
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Re: FFOW Squad Leading Tactics

You know, 3/4 the time I am EMP, I don't see another one on the map (360). But that last 1/4 of the time that I DO see them on the map, I am a hunter. An EMP stick hunter. Airstrikes are not pointless in that case. If you have someone dedicated to hunting down EMP sticks, then Airstrike would not be a pointless role.

Also, if most people on the PC are running EMP, then using vehicles would be a moot point.

Mabye the trouble I'm having with the above tactic is the limitation to 2 roles/kits. I like to spread out the roles and have everything filled depending on map.
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