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Old 05-23-2006, 04:45 PM   #1 (permalink)
 
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Monday night (5/22) E-Men

Don't remember all the names, but just wanted to drop a note saying I had a blast playing in the E-Men squad for a few maps last nite.

E-Male from 1stMIP is really a fantastic squad leader. Calm and collected, quick thinking and always ready with a plan for his troops -- a total pro and asset to TG!

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Old 05-23-2006, 07:09 PM   #2 (permalink)
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Re: Monday night (5/22) E-Men

E-male is a fantastic squad leader indeed. I always had great time under his command.
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Old 05-23-2006, 08:05 PM   #3 (permalink)
 
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Re: Monday night (5/22) E-Men

10-4 on that. I have played with E-Male often and he makes the game better and more realistic. My first memories of TG are playing in his squads. I see him being a wonderful C.O. in the future.

(Spawning AT on squad leader in ten)
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Old 05-23-2006, 09:07 PM   #4 (permalink)
 
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Re: Monday night (5/22) E-Men

I agree, E-Male is a great squad leader and I also had a lot of fun last night. It is a treat to have a squad leader who actually takes command of his squad, its better for everyone to have a leader who leads.
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Old 05-24-2006, 12:23 AM   #5 (permalink)
 
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Re: Monday night (5/22) E-Men

I'm sure you all have submitted ribbon nominations for him, right?
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Old 05-24-2006, 10:48 AM   #6 (permalink)
 
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On Squad Leading (draft v1.0)

Thank you for the kind words. PJ's comment that "its better for everyone to have a leader who leads" would do well as motto for the entire TG clan, and equally true it should be said, "it is better for everyone to have squad members willing to follow orders". It seems quite clear that no other BF2 clan comes close to this than TG. Here are some thoughts I have been meaning to put down into words...

On Squad Leading

Initially, when I first discovered BF2 (it was a birthday gift to me from an old Castle Wolfenstein & Doom buddy and former dot.com business partner) I thought that SL would be the most fought-over position. Wrong. Most TGers are eager to be "up front and in the line of fire", and more surprisingly, eager to have and follow clear orders. I wonder how much of this is due to gentics and gender, but Sassey's (wonderful) example cautions against overgeneralizing gender and gaming issues.

It is indicative of 'pub servers' that most squads consist of one or two players. It is the mark of childhood to not be willing to follow orders, to not know how to play well together and, indeed, to cheat. Pub raiding is fun, but pub servers (and many clan servers) are mostly a study in disorder and bad behaviour.

At 43, I am probably one of TG's oldest members, which means nothing more than my eyesight, hearing, and reflexes are somewhat decayed, so I prefer the more cognitive position of SL, which demands quick thinking but caution and plenty of sitting back and barking orders. I enjoy following Coridon, York, and many others when they take on the burden of SL, but do find John CANavar's ability to command a squad to be one of the finest examples of strategic team leadership and good fun.

Over the past four months the quality of team play among the TG clan has, it seems to me, considerably improved. More SLs are making use of variations on the 'two fire team divisions' method, more strategic use of C4 and mines (to the point where it is a surprise NOT to find them in place when assaulting a flag), MUCH more radio discipline (here I think there is now a widespread understanding the the SL MUST have a clear radio channel, is engaged with the CO, and needs intellegence fron team players, not chatter. This leaves transport time for chatting and songs...). A few months ago it was very difficult to communicate to squad members above the chatter, now things are very different. This may be due to self-selection, but it is more likely that TGers are growing into the game together.

Back to PJ's insightful comment: "its better for everyone to have a leader who leads." The clearest confirmation of this comes from the feedback from non-TGers who express delight upon discovering the TG server and our style of play.

Initially I though the SL's job was to say, "attack this" or "repair" that, but of course this is not the case. RETREAT/ReGROUP is perhaps the most important command -- get back, reorganize and TAKE THE TIME to develop another plan of attack. This keeps the squad close to the enemy, operational, and dangerous. I have learned to keep an eye on the death-rate of my squad members and when three are down, generally command that they lay low with me, hold fire, and prepare to attack in force. The usual, and most common mistake, is seen when one after another player dies, respawns on the SL and INDIVIDUALLY heads back into the field of action, only to die rather quickly again. There certainly are times when this is OK, but on the whole this pattern utterly destroys team cohesion and overall effectiveness.

Inform the CO

They often have no idea what is going on around you, so let them know. Still learning to do this, but no sense in laying down an excellent defence only to be told to move have-way across the map. Here I have learned to suggest to the CO that my squad is in a superior defensive postion, and when appriopriate, offer up fire-team A as an alternative to sending the whole squad.

Divide the Squad into Defend and Attack Fire Teams

Lesson learned from the 1st-MIP. Still new to this but it greatly increases the effectiveness of a squad, and REDUCES the SLs burden. Here the key is to keep reminding the B team (typically B1 as support and B2 as engineer/AT/medic kits) that they are defensive and must hold position at/near the flag or SL until further orders. Not yet sure how quickly non-1st-MIP will take to this arrangement, but clearly communicated orders usually get the message through. I am NOT saying this is the only way to run a squad, or that the 1st-MIP way is the best way. Presently, my own goal is to master the A/B fireteam arrangement so that it is second nature to me as a SL and a squad member. Not there yet...

A good fighting unit with A and B fireteams can free the SL for tactical planning and enhanced situational awareness, a poorly organized squad commands more attention from the SL and places the team in danger.

Much more could be said, but most of all, I am learning not to hesitate with giving orders. Precise orders -- defend THIS door from this position -- STAY at your position even if the other 'door' or fireteam is under attack (very common error here, one squad member makes contact with the enemy and ALL rush to aid, with the result that SL looses control over squad, attention is diverted, and a breach is opened in the defences. Here I am learning to be 'proactive' in orders -- anticipate that this WILL be the natural response of the squad and instruct team NOT to leave posts until ordered.

Overall, what I see happening in TG is a gradual breaking of bad habits and poor discispline, replaced with superior communication, team cohesion, better command and control, and much more fun game play.

Please keep in mind that I am not arguing for ONE way of playing, ONE way of commanding, or ONE method of squad leadership. These are my issues, this is my way of playing.

My current project is to get a precise measurement of the interval between arty firings (minimum time), and use that time in vanilla play as a indiactor of probably arty attack, combine with frequent SL movement, and a SCATTER command ten seconds before next possible arty attack (or use cover when available). We are often not anticipating arty in a reasonable fashion.

The latest patch (1.3) may have erred in allowing for vehicle drops. There is now far too much fire power readily available. This will lead to more use of AT and squads will need to keep more AT kits at the ready to take out 50 cal guns on vehicles. Last night on Karkland (sp?) I saw the Gatehouse defended with multiple vehicle drops, making assault from across the river impossible without at least two squads. Curious to see how this unfolds. The game risks devolving into dueling 50 cal firefights.

One other thing for now. I know vanilla is not the favorite mode for some, but there is nothing fun about hearing complaints about it in-game from other players. With all respect, please keep such complaints to yourself. I don't play other games with people only to hear complaints about how the game sucks. This just brings the group down. It is simply poor sportsmenship to complain about the game while playing the game. Arty sucks, too much air power sucks. We all know this. Now lets just play the game.

Let's put an end to in-game complaining about the game. Make it official. Put it in the TG mandate or whatever. Enough with the complaining about things that cannot be changed.

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Old 05-26-2006, 11:20 AM   #7 (permalink)
 
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Re: Monday night (5/22) E-Men

Nice write up E-male. Always fun to play in your squad. You've got a knack of providing deliberate, methodical ways to advance or defend key locations. Don't sell yourself too short about being too old and reflexes being not what they used to be- the 33rd is primarily a bunch of old farts that still kick @ss.
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Old 05-27-2006, 09:31 PM   #8 (permalink)
 
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Re: Monday night (5/22) E-Men

Quote:
Originally Posted by NorCalRoach
Nice write up E-male...
I second that....some very very good content in there! +rep

Cheers.
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