Discussion: PR:BF2 - Tactics & SOPs / Battlefield 2 Project Reality Tactics Discussion - Defending A Position - While several people tend to dislike defending because of its, sometimes, boring nature, someone has
While several people tend to dislike defending because of its, sometimes, boring nature, someone has to do it. A defending squad or unit is just as, if not more important, than an assaulting unit. After all, in Project Reality flags need to be captured in a pre-planned order; if the previous flag is attacked and captured, then the assaulting squads have lost their purpose for their mission. In Insurgency, for most maps you need base defence, otherwise Big-Red can steam into your main with no real opposition and rape your assets. And in Command and Control, you have to destroy enemy FOBs sure, but the enemy has to do that as well, and if you have no defence, well, you're practically letting the enemy win.
But defending isn't as simple as having friendlies in the cap radius, that's what defending could turn out to be, but shouldn't be the initial plan. You need to make sure you can defend with an organised force that can defend against an enemy force which is stronger than you. This is the basis you should work on: to have a defence which can withstand an assault from a stronger force than your own.
Assume that the enemy is going to through every piece of their armament at you. Such as tanks, attack helicopters and so forth. So you need to equip your soldiers with such equipment to counter this. Such as Heavy Anti-Tank, MANPADs (AA kit), Sniper etc.
Next you need to identify where you will be defending, i.e. the actual position. You should try to look out for:
*Positions like high ground and more elevated positions. Usually high positions allow you to see the enemy before they commence their assault, which means you can fire on them earlier and have more potential to break the assault.
*Cover positions that you think could serve your forces well.
Next you should look out for enemy avenues of approach. These are places where you think the enemy will approach your position from. You can prioritize these if you think that the enemy won't take a certain avenue over another. But anyhow one key to a good defence is always making sure you protect your flanks. If you are just covering one area, the enemy can easily sneak right up to your position without you knowing it. If you can identify the enemy before they get too close to your position, you can react with an organised force that will be more effective in killing the enemy, rather than if you are forced into close-combat because they snuck up behind you.
One way to help your defence of an objective is to build FOB defences. Remember that you can build razor wire with tank traps, which is good for barricading off infantry and vehicles. Foxholes, which can provide cover and a dug in position for infantry. Heavy Machine Guns, which can supress and tear apart infantry and soft-vehicles, however they have limited view and area to shoot. And static Anti-Air, which provides a great defence against any helicopters or aircraft with a long range.
When you are building HMGs, try and put them facing where you think the enemy infantry is most-likely to approach from. You can only place 2 of them. So have them cover the main enemy avenues of approach.
When building your static AA position, try and place it in an area that has a good overwatch over lots of the airspace, but which isn't too exposed so that people who man the AA don't get picked off by snipers and other infantry. You can place 1 AA per FOB.
Razor wire is best used when you are defending an urban or small area. They are near useless in large-open areas. You can even try to be smart by placing razor wires in some areas but leaving one area open to approach. This will allow for you to focus your fire on that position and maximize the enemy casualites.
Foxholes are good to place when there is no real cover available, they can also be used like razor wires to block off areas.
If you want, you should place some soldiers or squads on reserve in-case the situation goes haywire and soldiers need to be diverted quickly to areas of need.
In addition, you should try to place rally points further away from the defending position, these can be used to alert you if enemies pass by that position. But primarily you use these if your defence is broken and you need to make a swift counter-attack.
And don't dig yourself in too much! you may not be able to get units in or out, or worse, if the enemy claims that position, they can use your defences to their advantage.
You can even see from the number of views at the time of this post, compared to the number from the 'Attacking a Position' post, that people like attacking more.
LOL that`s true! But something you have to remember...
"If everyone likes to attack and nobody likes to defend, who will the attackers attack?" - unless everyone takes the same straight-line route towards an objective...
Defending CAN be boring, but if you do it right, at the right time, you will finish-off enemies, making enemies lose tickets and therefore win the game.
You win by attacking, but you lose by not defending.
What do you want to do in PR? Win or make the other lose XD!
I didn't even know this region existed, I just use the base section... man.
Good writeup; gets the basics out in the open. I'd offer that finding a good defensive position (and why its good) is a really important rule. Also, the quiet FO is the FO that'll be around when the [poo] hits the fan. Surely if you want assets your FO wont be 'quiet', however, its always nice to have at least on quiet FO on reserve and hidden away. Finally, I'd also say that the idea of an 'active' defense aren't mentioned at all here. Certainly active defenses aren't really stationary, the point is to be on 'patrol', and so you are directly defending a position. But by patroling the area away from the CP and stopping any attempt at the bad guys from building/massing up you do, in effect, defend the CP.
Made a "Flag Defense" squad today on Wanda Shan and it was quite exciting. Our defense was static at times and active at other times.
The static moments came when we knew that the enemy was coming and we wanted to remain hidden in the bushes and trees. This allowed us to shoot from cover. When we took too much fire, we did a "fighting withdrawl", basically falling back and finding new bushes to setup in. Then the enemy had to walk into an unknown area again not being sure of our position. The other static moments were when we spotted enemy moving across open ground. We just took cover in the treeline and opened fire.
Besides being static we were also active, going on patrol to sweep areas of enemy and also look for enemy FOBs. We made the mistake once of patrolling too far which took us out of cap radius and we lost the flag. After that we made sure to stay in the radius.
One thing about defending is the attackers are usually bound to attack you and you'll have your share of epic firefights. There's nothing better than surviving mulitple assaults with just one squad and knowing that you kept the flag. On the flipside of that though comes the responsibility of the defense and the sinking feeling you get when you lose a flag and then look on the map to see your attacking squads now without a flag to cap. So it's pretty dramatic. The defenders job is to hold the flag long enough for their offense to take the enemy flag.
Back up FOB's is the way forward. Also everyone likes attacking because it is easy to do, if not easy to do well, you have a clearly marked objective and just zerg forward. Poor attacking is just rush, rush, rush, "how fast can I drive to this objective etc, like 2142 (no offense, different tempo game). Attacking in a careless way doesn't require much thought.
Now defending is sometimes 'boring' but:-
- It's hard to get anyone to do it some rounds
- To do it well you must be diligent and composed, you have to focus for long periods and communicate on a high level, your comms are critical. You must know where the enemy is assaulting from, what 'cards are they showing you', is it a feint.
- When the time comes you will have to go to work, big time. The established doctrine for an assault is a 3-1 force ratio. Whilst this is not always achievable due to player numbers or lack or organisation, against a halfway good team you can count on a 2-1 force ratio.
However they may have to cross open ground, they may not use smoke or cover well, and there is your window. When it hits full on you may have to shoot from semi static positions, use that to your advantage, less deviation etc. Thin their numbers etc.
Get your LMG working intelligently, controlled bursts that shepherd your opponents into manageable fields of fire so your rifleman can get in on the act. Use a grenadier to dig out their guys providing suppression.
Use a mortar early to bracket them as soon as they are spotted and follow it up with a walking barrage towards the flag/objective.
If you have the manpower, get a marksman or sniper to sit back and start picking them off.
Defending is great fun, particularly with conducive terrain. Defending isn't all 'Ninja' (which IMO is one of the poorest aspects of PR and simply serves to highlight the lack of realistic numbers, "Yo, we snuck on an empty flag past like 2 guys in a whole grid, it was so Ninja" yawn.
Defending is putting on a big pair of man trousers and yelling, "yeah you know where we are (roughly) but this is my patch, we are not at home to visitors, enter at your own risk!"
Yesterday Evening On Dragonfly I joined SniperDogs squad and had a good time doing something that I don't get to do very often - Defending at an Attack Position. It was a great time. I'll explain how we got there and what we did.
We had a 4-5 man squad most of the 2 hour play time. North East City Flag was in play instead of the factory (Suh-Weet). So we move from the FOB in north farms, down around the waterfront of factory and plan on inserting the squad into the flag area coming from the East. A smurf named Mike was in the smoke stack with a sniper rifle shooting into the flag square where they had an FOB. This guy was a complete B.A. - as we approached on foot he's picking off militia forces like it's his sole purpose in life.
This is where things changed. We were on the assault. But when we arrive we stake out inside of the Eastern most apartment. Not long after we are spotted and we turn to defense. Sniperdog had us all the on same page - we defend the stairs, irons on point, no one leaves the building. We fend off several small infantry assaults until more friendlies enter the flag area from the far east.
At this point we move to secure a new apartment building to the direct east. It was one of the long L shaped buildings that acted as a cornerstone to the square. Again we move it and defend. Several waves of enemies come in and attempt to flush us out. We held for an hour or so as friendly squads attempted to secure other areas of the flag radius.
With our diligence we were able to maintain neutral flag status for an enormous amount of time with minimum casualties. It was fun to see defensive tactics on an attack objective lead the way for a full on cap.
Not sure how the game ended, it was late and I had to leave with about 2 hours left on the timer.
The 189th Infantry Brigade: Taking the 'the' out of psychotherapist since 2010.
This is probably the most important part and often overlooked by defending squads. It's like with beer; one beer is not a beer, two beers is one beer. And real men need more than one beer.
I found the best setup is to have 3 firebases around the flag, with 2 of them no more than 200 meters away. Having one crate per FB makes it possible to build on top of the objective, while having your spawnpoints further away thus making them less obvious.
Most of the time people build a little fortress around their FB right on the flag and have no backup firebase, and lose the flag after the first mortar strike because they can't spawn anywhere close. A smart defender avoids this by having as many FBs as possible.
Another is being stationary. You don't have to, try to designate a small element as forward observers/patrol and have them moving around the objective.
Once taking fire, they can lure the enemy into your squads killzone or pin them down while you flank them.
Just because your defending doesn't mean you can't be agressive and mobile. The flag radiuses are huge in PR, use that area to manouver rather than sitting on a hilltop waiting to get sniped.
And something i learned recently: use assets. An apc/tank waiting quietly behind your lines can be very helpful once you know the attackers position. The point here is stealth, dont let the enemy know you have armor support until it's too late for them.
The build zone of the FO is simply huge. Use this distance to seperate your 'fortifications' from the spawn point. Your fortifications will be attacked, might as well not have the spawn point attacked too!
I was encouraged by the number of people who showed up for Island Ep2 event on our Arma side. We filled the server and some super old forgotten faces peeked into our corner. This includes one of our...
Posted By |TG| B (2 Comments)
03-03-2014, 10:50 AM in |TG| B