Hmm, Minsk is by far my favorite map, something about the difficulty, carnage, and how almost every single plans will go wrong, makes it a gem in the rough. I like to think of Minsk as a true map of Battlefield carnage, with so much happening, it isn't going to take pure strength to win. Minsk relies on Squad Leader Coordination which relies on Commander Coordinations.
This is my strategy:
Before you can assume the postition of Squad leader/Commander on Minsk, I think it's safe to say to need to understand how Bleed, Tickets, and the Flags all work. There is an actual science to the attack on Minsk everyone overlooks and the pubs never knew existed in battlefield. The PAC need only ONE flag, that's it! Now that one flag needs to be very vital to the PAC if they are to withstand EU counterattacks....
The PAC have about a minute to get hold of a flag before bleed starts affecting their whole game. Yea a whole minute to get through that carnage.... It's very much so possible. Let's take a look at which flag is worth it's wieght in gold:
Frontlines: Is a highly defendable location if the PAC capture it. It provides an APC and a Walker, but it allows vehicle reinforcements from the UCB. Yea Hill sounds like a good idea, but armor support will have to travel their enemy controlled Frontlines to help you. The infantry can set up in the building, provide fire on the enemy coming down the hill, and they are very close to the flag to prevent flipping. For vehicles there is good amount of room around the flag, as long as FPS Addict doesn't take the vehicles, they have an advantage of fire while the enemy try to come over the hill.
Now that we have a goal in mind, let's break down the the roles of the three assets of the team. It is going to take a lot of teamwork to win!
Gunship: Besides destroying the enemy gunship, the many focus of the Gunship should be annilating APC's at Frontlines. If there are no APC's at Frontlines, they should clean up enemy reinforcements (More APC's) coming from other flags. Their secondary targets should be Walkers, another anti-infantry piece of Armor. Engineers can have a lot of difficulty taking them down.
When the Frontlines is controlled by the PAC, they should continuously comb the surrounding, knocking out armor as they move onto Frontlines.
Armor: The Tanks should set up as far as possible from the Trenches, but still have an accurate shot. Their goal is to know out enemy vehicles. There should be a TANK squad, so they can coordinate all their shots onto on target at a time. There will be a lot of engineers and supply boxes repairing the enemy armor. All three tanks, should concentrate fire on enemy tanks and APCS. Then secondary move onto the enemy walkers.
When the Frontlines is controlled by PAC, the armor should spread out to the sides of the Frontlines building. The Tanks work against the enemy vehicles coming over the hills, the APC set up behind the Tanks to watch their flanks and destroy the enemy infantry. The vehicles should fall back behind the building for repairs.
Infantry: Probably the hardest group, rockets, mortars, HMG, grenades, and pure gun fire will be coming at your direction constantly! With a tank squad and two in the gunship, there will be probably three squads of infantry. With PROPER coordination, all three should spawn in on the same side. Either all the way to the North or the South. But it is numbers, speed, and revives that are going to get them through. The squadleader should designate all members as assault with two engineers, there is not enough time to set up and engage the enemy, support is not needed. The team spawns in on the North side, they push as hard and as fast as possible. Remain very spread, a steady amount are going to constantly get killed, the medics should pick them up as much as possible. Engineers begin firing and moving on the APC's (THE MOST DEADLY TO INFANTRY).
When the squads hit the last part of the trench, it will be up to luck and courage to make it to the safety of the building. The Squad Members from all three squads need to get out of the trenches and push as fast as possible into the building. When they get into the open, the Squad Leaders join with a medic trailing behind. Hopefully the engineers did some damage against the vehicles. The teams CAN CAPTURE THE FLAG FROM THE STAIR WELLS, as they do that the 18 soldiers need to clean out the building of squad leaders ASAP.
When Frontlines switches to PAC control, the engineers should provide support for the vehicles. The squad leaders should set up in the buildings and be a spawn point. Rocketeers, Snipers, HMG should be spread out on the top floors knocking out infantry coming over the hill.
Well, the PAC still aren't in the clear yet. There is no bleed on them since they captured a flag, but what is their next move?
They SHOULD NOT assault another flag! They need to buckle down and beat the enemy on revives. It's any man's game but now the PAC are on defense and have the safety of a building and trench. They'll repel the EU for the entire game as the EU throws away tickets assaulting the Frontlines trying to get bleed on the PAC.
With good discipline and coordination, the PAC team have a very good shot at winning!
My 2 cents...