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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: 3,139
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SL Tactics: Initiative
Initiative \In*i"ti*a*tive\, n. [Cf. F. initiative.]
An introductory step or movement; an act which originates or begins. On the battlefield, There are many factors that decide what happens. Initiative is a very importent one. Initiative in a battlefield sense is knowing where you enemy is and attacking them without them prepared for your direct engagement. This gives you a massive advantage if you use it correctly. If you lose the initiative you lost your best advantage in most cases. Gaining the initiative. To gain the initiative isn't that hard but sometimes it takes time. Becasue it takes so much time in some cases in BF series we just forget about it and rush in anyway and hope we come out on top. Sometimes that works. But if your SL is willing to take a step back and gain initiative. You just increased your chances of surviving and taking your objective. You SL needs to be aware of whats going on in the main front line. He needs to place a plan of attack with his squad that the enemy squad wouldn't exspect. The can be tricky sometimes IDSs and UAVs. Pulling through on Comm Tower from the north while the battle front is on the south, Capping the flag with fireing a shot feels good sometimes and they just lost thier foothold. Losing the initiative It is ten times easier to lose the initiative then to gain it. Once any one of your squad members in cohesion are spotted, You lost your initiative. The damage is never knowen. You don't know if that person relayed back any intel or was lonewolfing. But you as a SL need to act quickly. Move and take what little initiative you have left or find another route. Becons break initiative but also add a dynamic element to the game that we can't pass up. Since SL's shouldn't get themselves killed and pay pointman, Maybe that SL should my that becon to the other side of the flag and flank the other side while they are playing with ghosts on the other side. You jsut gained initiative with a squad becon. Again in these tactics it comes down to watching the big picture. Know whats going on around you. Initiative is for your SL alone to decide if he should use it or not. Sometimes all you can do is Zerg a flag becuse all flanks are covered or your in a defensive position. SL's, Just be aware of the combat elements at hand and use them to your advantage.
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#2 (permalink) |
![]() ![]() Join Date: Feb 2007
Location: New Castle, DE
Age: 40
Posts: 1,751
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Re: SL Tactics: Initiative
Great Point! Takes less than 30 seconds to inform your squad of what kits, how to form up, and what direction to take. Lately I have been splitting my squad into two fire groups and using this effectively.
Last night on Cebre we took two flags at almost the same time with one squad. On the opposite end, we defended Office with 1/2 the squad helping the squad on hand. I noticed that Church was being heavily attacked and pulled the other half of the squad with me to assist at Church. As you have said, keep an eye on the map! Look at the sat scans and asses your situation. We used the same tactic on Sidi last night, took a flag as a squad and then split. One half helped take an additional flag while the other half(with me in it) stayed to defend the original flag. You end up assisting another squad and if you end up in trouble you have you Sm's spawn on you for instant reinforcements. In the case where they do noe die, make sure they are close enough to come back and help. Keep 'em coming Eroak! The more you share, the more we all learn!
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#3 (permalink) |
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Join Date: Jun 2007
Posts: 269
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Re: SL Tactics: Initiative
Very true. When I'm SL'ing, after capturing a CP/Silo or two, I'll stay behind to defend with RDX/APM, and send the squad to cap other CP/Silos. They get points for orders, and we keep CP/Silos. Silos are particularly important to defend, because if you don't hold them for 2 minutes, no missiles fire towards the enemy titan, and you wasted the time capping it in the first place.
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#4 (permalink) | |
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Join Date: Nov 2006
Location: Ottawa, Canada
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Re: SL Tactics: Initiative
Quote:
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#5 (permalink) |
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Join Date: Jun 2007
Age: 31
Posts: 528
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Re: SL Tactics: Initiative
I don't see it. I understand perfectly what he is describing and don't see flanking anywhere in there. Maybe the brief seconds before deciding to flank or not but not the act itself.
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#6 (permalink) |
![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: In a AC-130 shooting 105's at you.
Age: 28
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Re: SL Tactics: Initiative
Flanking can cause you to gain initiative. If you have the initiative you might not want to flank and use it now. Your SL will decide what to do.
Point in basic, if the enemy doesn't know where your at. You have initiative.
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#7 (permalink) |
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Join Date: Jun 2007
Posts: 269
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Re: SL Tactics: Initiative
Whether I'm SL or not, I always flank my own squad. It helps me keep an eye out for enemy flankers, and allows me to spot an incoming squad and flank them as they approach. The fire coming on the enemy from multiple directions always screws them up. On pubbies it will send half or more of the squad looking for me alone (when they do I re-position), leaving the rest of my squad to achieve their objective. The downside is that it makes revives for the solo flanker harder, so I do my best not to get killed.
:: . /\ /\ | | S B s=squad b=bagheera |
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#8 (permalink) |
![]() Join Date: May 2006
Location: California
Posts: 2,152
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Re: SL Tactics: Initiative
Initiative can also be called forward momentum. Ideally you want to keep moving forward until you reach your objective then push off and move forward again or enter prepared defensive positions. The line of scrimage should be pushing your side forwards to take ground while pushing the enemy back off it.
If two squads with equal make and number were to push towards each other over uncontested ground then 2 outcomes can take place: They can either enter a stalemate or one squad can overpower the other and push them back. Those outcomes actually take place with three different situations. Either both squads take defensive positions and a shooting match occurs between both sides, both squads charge forward and a shooting match occurs in the middles, or one squad takes defensive position while the other squad pushes forward to take them before they are prepared. In the first situation rockets and grenades will be exchanged frequently with bullets, but because both sides are seperated revives will keep each of the teams up and in a stalemate. In the second situation rockets and grenades will be useless in the CQC and the casualties will be high on both sides due to the inability to get revives in such heavy action. At the end of the battle one squad may emerge the victor, but they will have taken loses that have timed out or been gibbed and no longer have the capacity to continue. In the third situation the attacking squad takes the stalled squad in force while they try to get into position and have the initiative and forward momentum. In short initiative and momentum can be boiled down to 'hitting them when they're not ready'. Obviously if you hit a prepared position head on you don't have the momentum to surpass and overwell and have lost the initiative of the attack. You can achieve initiative through surprise and that's what Eroak is talking about. With flanking manuvers and stealth you can gain initiative and momentum without the need for overwhelming numbers and firepower. Often times the best plan isn't to run straight into the wall of lead and hope someone comes out the other side to capture the objective, but to kick in a window and take them from the flank.
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My sanity is not in question... It was a confirmed casualty some time ago. ![]() |TG|Tarenth Battlefield 2142 Mirra World of Warcraft Light, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to hide the bodies of the people I had to kill because they ticked me off. ![]() ![]() ![]() |
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#9 (permalink) |
![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: In a AC-130 shooting 105's at you.
Age: 28
Posts: 3,139
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Re: SL Tactics: Initiative
Tarenth, hit it pretty good. You can butt heads and see who comes out on top. Sometimes your numbers or skill is to overwhelming. Sometimes there is no getting in and digging in your position might be best. Back to letting your SL decide.
IMHO, I would make rule and only allow FAVs for squad leaders just for this reason. Everytime I see a single person driving a buggy I cry to myself.
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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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#10 (permalink) |
![]() ![]() Join Date: Feb 2007
Location: New Castle, DE
Age: 40
Posts: 1,751
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Re: SL Tactics: Initiative
AMEN!!!!! People always take them with only themselves. I usually try to get one and then have one or two sm's spanw and the rest when we get to our destination.
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