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Old 04-16-2007, 08:01 PM   #16 (permalink)
 
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Join Date: Nov 2006
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Re: Movement

This is another thing, if I am SL I will appoint a point man, I myself am to valuable to die if RP is set a good ways off and I am not sure about setting a new RP up in that spot. If I am a member, I will usually volunteer to be point man, I love sneaking around, but sometimes a SL gets impatient and they kick you from the squad or start fussing cause you are taking to long so you need to run in ready to have the gun blazing. The SL is always important to keep alive so others can spawn on him especially if he never set the RP yet.
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Old 04-20-2007, 08:14 AM   #17 (permalink)
 
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Re: Movement

I have taken to leaving my squad defending a spot with a local RP and until I find a good spot to plant a new one to move forward I will tell them to keep spawning "back" there. A much more common "error" I have seen as of late is a lack of defense whereby all the squads run willy nilly off to flags which cannot be captured just waiting for a few guys to take care of the first "boring" flag or a flag which they feel should be easy. Kyongni, the bridge, has become "easy" for the Chinese to take 1st. Airdrop is very hotly contested because there is a UCB right over your head though no one wants to stay and defend it. If they havent already gotten into the perimeter of outpost then they are well on their way once a small amount of men gets to airdrop. A few other maps where you just can't get the job done with one squad are being run in circles because of the running away syndrome. Many folks still need to learn to read the "orders" in which the flags can be taken and, unfortunately, still need to read up on TG's well laid out teamwork basis of doing things.
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Old 04-20-2007, 08:25 AM   #18 (permalink)
 
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Re: Movement

If I am "Actually playing," meaning taking Sqd leading seriously, I perfer the cover 2. That is the 2 men bounding while 2 cover. The reason is I am huge on the "Call before you fire" attitude. In the cover 2 you have the ability for one man to call while the other sets to engage if given the order. Also 2 men bounding hides the strength of the sqd and helps movement by keeping good spacing. In close combat or urban enviornments typically you have one man to breach but closely followed by everyone else. In game though it really isnt applicable so if we know there is enemy "in town" I perfer the nade first then rush.
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