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| Battlefield 2142 - Tactics and Missions Discussion Discussion about Battlefield 2142 tactics, maps and missions. |
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#1 (permalink) |
![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: In a AC-130 shooting 105's at you.
Age: 28
Posts: 2,977
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Eroak's Large Scale Command Guide.
This guide is designed with Battlefield 2142 in mind, but many theories might be able to cross over to other game platforms. Much of this is based on large scale incident command used by today's pubic and armed services. Much of this I recently learned and can apply to my command style.
First and foremost, and commander must be appointed. Once that is in place, the commander must devise his long term goals. While "win" is a given, there are other goals that need to be placed in order to gain victory. Goals are going to drive your objectives, Your objectives drive your tactics, and finally tactics drive victory. Goal Terms Goal Other then winning, what are your goals for the scrim? Is it a offensive or defensive map? Where do you what to gain your advantage? Goals are the big picture of the scrim and give the more general direction to your team. Goals do not change during game play Objective Your objective is where to you want to have your combat line. Do you want to take a more defensive or offensive stance with your squads? What are your squads main and second focus areas? Objectives shouldn't change during game play except in extreme cases of reaction. Strategy Your strategy is going to tell your squads what to do, but not how to do it. Your first strategy will first tell your squads where they first need to setup and their possible fall back points. Your strategy will change as the round plays based on the enemy teams actions and reactions. A Command officer will change and implement the strategy as needed during game play. Strategy changes only by the Command Officer during game play Tactical Tactical decisions are made by your squad leaders. Tactical decisions are made based on your squads strategy placed by your Tactician Officer in pregame and then Command Officer during the match. Tactical decisions are often changed during game play only by the squad leaders. Command structure The command structure is very important for a commander. This allows the commander to focus his resources on goals and objectives. Where his officers and leaders are able to handle other resources tactically. Command Officer The Command Officer has overall control and the final say in all plans placed. At anytime the Command Officer and object to any tactical decision made. To Commander should only be focused on the overall Objectives of the scrim at hand. What is going to allow your team to win this match? Where do your troops need to focus? Where should your armor be? Tactician Officer In the past this position is filled my the Command Officer. In larger scale operations the Commander should appoint a Tactician Officer. This position sole purpose is to create the combat squads. Being able to take the load from the Commander further allows the Commander to focus upon his combat plan. The Tactician Officer will need to focus upon his resources and their jobs that they will need to carry out. What map and where are the choke points? Where are flanks located? How much armor is there? How important are CO assets this map? and more... The Tactician Officer will be driven by the plan set in place by the Command Officer. Once the plan is in place the Tactician will take the objectives applied and create combat squads based on the plan and map chosen. His final task is to inform the squad leaders on the squad's tactical plan and objective. Public Relations Officer While many do not find this importent off the bat. It's one less thing the Command Officer has to focus on. The Public Relations Officer should be invoked when outside clans/communities are scrimed. The Public Relations Officer is responsible for communications with the outside clan/community party. The Public Relations Officer will have to negotiate Date, Time, Place, Map, amount of people allowed, and special rules. Squad leaders Squad leaders are responsible to organize their squad's equipment, kits, and relay the squad's tactics and objectives. In the match the squad leader's responsibility will then include the squad's well-being(keep them alive!). Most of us already know what to do as squad leaders. But many of us play squad leaders as assault kits. I discourage this for one reason. It allows a squad to function with a specialized kit and allows the squad to function with another assault able to defib their squad leader. Specialized Squads These squads are created to keep a squads focus on less objectives and to better counter-act their enemies actions. If a squad doesn't have to worry about more roles, the squad can often function better knowing another battlefield element is there to support it. Infantry Squad These guys are the grunts. Always on the front combat line. These squads main objective is to push the enemy back and advance or hold the main combat line. The secondary objective of this squad is to reform the combat line and prevent further break of the enemy. This can be for many reasons. Break through, Recon sneaks, back flags captured, and more. These squads should almost always be full. Support Squad This squad main focus is to support to infantry squads, R.I.S., and flank squads. The support squad is in charge of the vehicles of your team. From Armor to Air combat. This squads main objective is to support fellow squads when extra help is required to hold or push the combat line. The secondary objective is to quickly respond to break through attacks. The support team's squad leader should play as a spotter for long range attacks and stay out of combat for direction. The squad leader should also play recon for purpose of longer NetBat tracking time and for long range spots. The support team should consist of no fewer then 2 players and can play maxed at 6. This will depend on the map and number of vehicles. Rapid Intervention Squad(R.I.S.) This team is a fast attack team. This squad is kept small and mobile using an FAV. This squad is designed to counter-attack enemy break through that the infantry squads cannot contain. These are usually fast mobile enemy attacks in attempt to capture rear flags. This squads only objective is to counter-attack enemy breaks for rear flags. This squads objective is more focused so the squad is out of combat and ready to react on a moments notice. The Squad leader should play engineer. As engineer the squad leader should identify weak areas of attack and place defensive mines to block routes of attack. The R.I.S. should always field 3 members total. Flank Squad This squad is designed to look for enemy weak spots and break line attacks and push the combat line into chaos for the enemy. This squads main objective is to break the enemies combat line. The squads second objective it to survive and hold in the case a break cannot be made. This squad can also double as a infantry squad upon notice if the Command Officer so chooses. The flank team's squad leader should use the engineer kit. When breaking into enemy lines. You will be forced to deal with enemy armor playing defensively. You'll be prepared to deal with it if necessary. Command Tree This is a graphical representation of the command system ![]() The command tree keeps the team organized and focused. Any questions from any person should only go to the person in charge of your branch in the command tree. This keeps unnecessary questions and distractions from reaching the Command Officer. The more focus is applied, the better your chances are for victory. During the engagement of the scrim, the Tactician Officer is taken out of the command tree and placed in his/her location. They sometimes end up being squad leaders and members themselves. At this time Squad Leaders interface directly with the Command Officer and request strategic orders as the scrim plays out and the strategy changes. The tactical orders are still are now developed by the Squad leaders to carry out the strategy placed by the Command Officer. The Squad Leaders should always remember the root tactics devised by the Tactician Officer and their role in the battlefield. Overall the Command Officer can play any command staff role. The more that is delegated, the more he can focus during the pregame without unnecessary questions. Here is a example of a optimal scrim team that I like to use as a basis of my teams organization. The squads again, are made up and appointed by the Tactician Officer that I appoint. ![]() tell me what you guys think. If you guys like it, I'm going to write one for TGU and make it more detailed for any game with large numbers.
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![]() Do you know your roots? R.I.P. Lost Fires - June 16, 2001 - June 18, 2008 An EverQuest guild - We miss you Faylon |
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#2 (permalink) |
![]() Join Date: Jul 2007
Location: Michigan
Age: 20
Posts: 237
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Re: Eroak's Large Scale Command Guide.
This would fit really well if we do a campaign which was being discussed a month or two ago.
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![]() "Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies,
as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual, issued in the 1930's |
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#3 (permalink) |
![]() ![]() Join Date: Aug 2007
Location: Ireland
Posts: 1,041
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Re: Eroak's Large Scale Command Guide.
It's really nice. Not so good obviously for smaller scrims but for large TG internal scrims this could be very useful.
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|TG-AIR|Daithi1
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