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Old 07-25-2008, 04:17 PM   #16 (permalink)
 
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Re: [WIP] - Tactical Infantry Squads Field Manual

Quote:
Originally Posted by CoronadoSeal View Post
"No one can guarantee success in war, but only deserve it."
-Winston Churchill

even the best plan changes when the first shot is fired.
all plans change when **** hits the fan
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Old 07-25-2008, 07:08 PM   #17 (permalink)
 
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Re: [WIP] - Tactical Infantry Squads Field Manual

Yeah, after we all finish assualting east tower on mestia a squad mate goes: " holy crap guys! that was amazing! We cleared em out totally!" *he walks into a pillbox, looks out the window, comes back, yellls "HOLY S***, C4!!!!!! GET DOWN!!!!" We all go "huh?"
before we could run, we were all blown up.
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Old 07-28-2008, 12:15 AM   #18 (permalink)
 
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Re: [WIP] - Tactical Infantry Squads Field Manual

It is a nice plan, I specifically like the smoke, as that would bring most defences into a bit of trouble. However I love the choke points when defending as the Brits usually just keep storming in, making lots of noise, tossing nades etc. This plan depends on getting trough those choke points. I honestly would love to defend against this strat, as a good squad would probably murder most of the squad.

Going west building first is decent imo. But I agree with others; grapple over wall = own flag. I've defended it a lot, and I usually asigne one soldier specifically to watching for hooks.

Then with a automatic rifleman at the south chokepoint and some people guarding both buildings, you will need a pretty good squad to get trough. Assault should always use a grapple on this flag imo. In all its simplicity, Fuzzhead's plan is what will usually break open a defence.

This is an interesting way of doing tactics though. You can learn a lot from discussing specific things like this. I use a similar strat on helicopter airbase too (grapple in east or south).
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Old 07-28-2008, 02:51 AM   #19 (permalink)
 
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Re: [WIP] - Tactical Infantry Squads Field Manual

The tactics were written for the British side and I rather don't have the spec ops kit in my squad as the Recon squad most likely wants it more.

But when being Militia, if the estate is well defended I would not dare going E and throw a grappling hook over the wall, as fuzzhead suggested. The enemy should have 2 infantry on each roof of the two buildings and the courtyard is then a killing zone with crossfire from higher positions. Plus the entries into the buildings, which are in my opinion key for conquering estate, are much futher away when coming from the E. If I had a grappling hook I would use it on either building after throwing smoke, to block line of sight and grenades just before the first man reaches the top.

Quote:
I honestly would love to defend against this strat, as a good squad would probably murder most of the squad.
Might be interesting and fun to have a TG class with practising assaults like this? Of course the element of surprise would be gone, but it would be good to have the time to properly talk things through ingame and practice setting out the plan of assault. Beforehand a couple of tactics could be designed with maps and the SL of the assaulting team would then pick a 'random' one.
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Old 07-28-2008, 03:02 AM   #20 (permalink)
 
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Re: [WIP] - Tactical Infantry Squads Field Manual

my way is the jdam way lol ( just kiddin )

The assault usually depends on your rallypoint combined with how well defended and equipped the defenders are. You're most likely gonna die multiple times before even reaching the point of capturing.

Placing your rallypoint "somewhat" hidden is utterly important for a successful assault squad
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Old 07-28-2008, 02:45 PM   #21 (permalink)
 
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Re: [WIP] - Tactical Infantry Squads Field Manual

Looks good, but what about armor, either in support or coming in to help the Estate? How do you plan for that?
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Old 07-28-2008, 03:00 PM   #22 (permalink)
 
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Re: [WIP] - Tactical Infantry Squads Field Manual

Mine the road. Bring Anti-Tank.
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Old 07-28-2008, 03:33 PM   #23 (permalink)
 
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Re: [WIP] - Tactical Infantry Squads Field Manual

I'll add my standard defence for the flag in question, as an interesting counterweight to teh assault plans here. This is for 1 squad, but keep in mind that I believe a defense in PR should always have 2 full squads, or you will be overrun right at the moment your team caps a new flag, and the flaghopping starts. It is the logic of numbers really. Your attack works because the enemy is sending more forces to attack. It is so logical that your 1 squad defence will always fail right at that time. So usually I will set up defence like this, and then ask the CO to have another squad roaming around the hilltop estate to disrupt assaults and take out RP's.


It helps also to have the scout trow his hook on the west building so SL+medic can quickly retake their position without exposing themselves on the ladder.

After making this I realize the main weakness of my defence is Fuzzhead's strat. A spec ops can easily destroy a bunker that is placed in the normal spot. Perhaps the bunker should be put more to the center instead of next to a wall. The enemy can always sneak a spec ops over a wall before you can really react. Putting a bunker in the center more would give you a few valuable seconds.

Also this defence will always fail sooner or later against a good assaulting squad. You need someone to roam around outside the walls. Often in PR it seems the numbers of attack and defence seem opposite to real life. It seems that to defend succesfully, you need a nearly equal force compared to the attackers. In RL they say the attackin force must be about 3x the defending force. Not in PR though. I think this is because the assaulting force can use trial and error in consecutive attacks, whereas in RL you try only once and you don't get to relay intel after you die.

It would be interesting perhaps for a scrim or something to practice assault and defence on a specific flag like this.
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Old 07-28-2008, 04:02 PM   #24 (permalink)
 
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Re: [WIP] - Tactical Infantry Squads Field Manual

yes seems good Al but I usually only have one on the west roof while the other is out scouting as a rifleman. In my oppinion the medic cant do much good when the squad is this spread out. To get off the roof quickly enough to help the engi/AR he need to take the ladder and thats not ideal in a firefight, also there is no way he can get to the people on the other roof unless you have a hook on each roof.

My tactic is usually just to assing entrences they are responsible for, but that also fails. People just cant seem to get into their head that when you have been assigned a job like guarding a specific entrance, then you stay there.
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