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Battlefield 2142 - Tactics and Missions Discussion Discussion about Battlefield 2142 tactics, maps and missions.

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Old 02-05-2007, 06:15 PM   #1 (permalink)
 
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The Recon Squad

I think most of us are well aware of the basic uses and applications of the Recon kit, partly thanks to things like Prophaniti's Recon Guide. But when it comes to gaining a true tactical advantage over our opponents, we have to find ways to utilize the different kits that both maximize their effectiveness, and also catch our enemies off-guard.

So with that in mind, I've been pondering the role of the Recon Kit within the framework of a cohesive team. A lone sniper doesn't exactly blend in well with our belief in teamwork. But then a whole squad full of snipers is a terrible waste of resources. On the flip side, a single recon in a squad gives some wonderful benefits (especially for a batnet equipped squad), but this is hardly anything new or exciting.

But, I couldn't help but feel on fast-paced maps experiencing frequent control point changes, the Recon could be an effective tool to use. The question then becomes: how?

For the sake of example, I'm going to use Belgrade:



starting as the EU team.

On a typical day on the TG server, there are 5-6 squads of 4-6 players. Let's take one of these to be our Recon Squad. When you look at a typical Belgrade game, too often the flags experience rapid and frequent changes in control, and the outcome often comes down to pure ticket loss through kills. If a team can control the majority of flags through the game, then all other things being equal they will win. So how do we prevent the frequent changes in control?

Take a single squad, 6 players for the sake of example. Three take Recon kits. The other three take either Assault or Support. Each Recon pairs up with a non-recon, and is assigned a flag. We'll number them Pairs 1, 2 and 3.

Pair 1 is assigned Monorail. Given the layout, the Recon in pair 1 takes the sniper rifle, APMs and some RDX. Visibility is not an issue, as he can use the monorail itself. His partner takes Support. Recon lays some APMs in key positions around the flag, and also puts some RDX on the ground to prevent a vehicle from capping the flag. They both climb on top of the monorail. The Support can either resupply the Recon, or use suppression fire if an infantry wave comes in. While he is suppressing, the sniper picks them off. If any get through, they meet the APM mine.

Pair 2 is assigned to Playground. This point has different needs. Recon takes the Lambert, the Active Camo and some APMs. He puts the APMS in likely approach points. His partner goes Assault, and they take cover to one side. Any infantry assault coming through is hopefully decimated by Assault's rocket fire and grenades. Meanwhile the Recon uses the Active Camo to flank opposing forces and finish them off. If they should happen to lose the flag, they wait a short duration and come back in together. Assault hangs off, while under Active Camo the Recon goes for the cap.

I think you all see where this is heading. Recon with a backup from another class, paired off for maximum defensive effect. It's not to say two guys alone will hold, say Com Tower for the entire game. But, those two guys can handle the lone flanker, or reasonable infantry pushes. If the assault is too strong, they might delay the enemy long enough for help to arrive. If the point is lost, they are well equipped to come back and retake it at a later point.

Another application would be assaulting on other maps. Pairs are sent out to cap a variety of different points simultaneously. A well-practiced team could do some serious damage, and by hitting the enemy on multiple fronts they are sure to find weak spots. Even those finding strong spots will distract the enemy and encourage them to defend the point they think is being attacked.

Used in such a manner, a good Commander paired with a good squad leader could get GREAT value for resources from a single squad. Individually the soldiers may not rack up huge scores in kills or teamwork points, but they could have a big impact on the outcome of the match.

As always, I'll welcome criticisms, suggestions, thoughts and variations!
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Old 02-06-2007, 11:53 AM   #2 (permalink)
 
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Re: The Recon Squad

I'm loving your sneaky scheming. For Playground and Comm Tower, I prefer Camo with RDX versus APMs.

Due to the walls surrounding Playground's flags, vehicles can't get close enough to cap the flag, but as long as you're lurking in the area, keeping a couple of RDX available is a good idea.
For some reason, vehicle drivers seem to drive from their UCB at full speed just to end up parking in the middle of the street right around the Playground/Comm Tower area.
Great targets for sneaking up on 'em with Active Camo and RDX-ing their careless butts.

If there's an odd-man-out in your squad, having an engineer posted with the Playground group could be a big benefit. Motion Mines would be a welcome addition to the anti-vehicle duties about halfway through the game. Having a rail gun or rocket launcher shooting up the tank's exhaust pipe while they're perched on the ramp leading to Statue wouldn't be half bad either.
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Old 02-06-2007, 01:43 PM   #3 (permalink)
 
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Re: The Recon Squad

Quote:
Originally Posted by Prophaniti View Post
I'm loving your sneaky scheming.
Well thank you Good comments about the RDX usage.

There are two main problems I'm trying to think of here:

1) Ways to use the Recon kit that fit in with the whole teamwork concept properly
2) Ways to help with control point defense without committing mass resources to the task

Considering this a little more, I actually am beginning to think that a 5-man squad is the right way to go with this.

Version 1:
Two active pairs, and one mini-commander. They would operate as follows:

Squad leader sets up with spawn beacon or Otus midway between the two points the squad is designated with protecting. He would take an assault kit with revive capabilities.

The defense pairs split off and each go to one point. Ie, pair 1 protecting monorail, pair 2 protecting Playground.

Squad leader acts as a mini commander - the actual commander keeps him up to date with threats headed in his direction. He then manages the squad appropriately for defense, and moves to either point to help if necessary (for example commander notifies a 6-man team is headed to playground).

Version 2:

One Recon sets up at Monorail, one at Playground. The SL and two assaults/engineers set up with him mid-way between the two. When the commander notifies that an attack is headed towards either one, the three-man team moves to support the recon already covering that flag.

Neither version is infalliable, nor able to handle every threat. But the concept here is that 5 men cover 2 of the 6 capturable bases on the map. This leaves 19 men to grab two more

If nothing else, these 5 are probably capable of delaying any assault long enough for a capable commander to allocate more resources to help out.
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Old 02-06-2007, 02:56 PM   #4 (permalink)
 
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Re: The Recon Squad

Good points. I like to see versatility in my squads rather than have everyone clustered in one location "humping" the flagpole. By having your squad split, you're at least able to get the CO notified if your own boys can't handle the heat and need some support.

At any rate, your versions on the 5-man plan are much better than the usual pell-mell spawning and rushing that seems to be typical of some of the more uncoordinated squads I've joined.
Any plan is better than no plan.
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