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10-03-2005, 06:56 PM #16
Re: 4 man squads
I think things like that have been tried in scrimmages, and worked quite well, so it'd be great to see it on a password or SM night.

[conduct][volun][drill][sg-c1][tpf-c1]
|TG-2nd|munchkin
Nec aspera terrent.
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10-03-2005, 08:00 PM #17
Re: 4 man squads
I think that a 3 or 4 man squad is infinitely superior to a 6 man squad, if the whole team works like that. 2 squads of 3 men means 2 squad leaders instead of 1, cutting way down on the chances that your squad leader gets iced and you can't spawn back in. Additionally, 2 squads of 3 mean gives the commander more leeway in giving orders; one squad can defend the point itself while another defends the warehouse to the left of the point, whereas before this would have been left up to the squad leader who has no idea which direction the enemy is coming from. The only downside is the difficulty that the commander has coordinating a large number of squads: if the whole team isn't set up like this, then squads of 3 end up moving alone instead of with another squad, which means you get blown away by 6-man squads easily.
This is, as far as I'm concerned, a bigger factor in highly organized clan matches than public servers, even ones like Tactical Gamer.
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10-03-2005, 08:28 PM #18
Re: 4 man squads
Are you not even willing to try it? Cos you seem to be completly dismissing it with a point that was covered. For what I have read, most CO's and SL don't think using 6 man squads on defense is a good use of resources, unless it is a important flag with strategic benifits.
Originally Posted by AzrealDarkmoon
Of course a 4 man squad attacking a 6 man squad would usually get beat, but a 6 man squad attacking a 4 man squad would be even as you can setup C4, snipers, mines, you have a supply box to remove the need for medic/support and you KNOW where the enemy is heading, for the flag. The main problem is hunting down SL'ers acting as a spawn or you can not reset your defences, this is where the air support comes in, the 4 man ground squads must hold the flags, holding off the attack, they are buying time for air support to clear out the SL'er. Of course if the SL hides theres only 5 people to try to take the flag, slightly easier to hold.
So when attacking you would use 2 four man squads (also means 2 spawn points for constant attack), 8 people to attack 6, so according to your "rule" of 2 extra people = sure win, you are able to take the flag. If you attack the North West flag as USMC then you could use the squad assigned to defend the South West beach. If you position your defences right MEC shouldn't be able to break through to that flag.
Well mine is just expanding Perry's idea with a actual tactic for Oman, he should get credit if it actually works.
Originally Posted by JMJ
I do like Deveran's idea. You could have 2 four man squads covering the east and west ends of the beach respectfully, and 1 six man squad in the center to re-enforce either position. You then have 2 other six man squads so could attack the NW flag with 1 while the other runs disruption along the main road/railways to weaken any attacks on the beach.
I doubt I would get chance to try these ideas out, i'm back at university and have a really awful timetable with lots of early mornings so won't be able to get on really late when servers are full, 2am and later my time. 7am mornings hurt with 2 hours sleep
Apologies for long post, i've had excessive amounts of coffee+sugar+chocolate and been map making so mind is working overtime.
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10-03-2005, 08:47 PM #19
Re: 4 man squads
Well Dragon Valley is a prime example of a map where you don't need people at all of the CP's defending. You need a big force at the front and a fast response team to clean up any sneaky attacks. You might also want a small dedicated defense squad for the airfield and the docks.
Originally Posted by SgtDuke
Peace through fear... since 1947!
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10-03-2005, 09:26 PM #20
- Join Date
- Jun 2005
- Posts
- 411
Re: 4 man squads
I have tried it, for 3 weeks straight I SLed a squad that I locked at 3-4 people. I have always COed many many games and many with dedicated Utility squads. You run into problems of each squad needs at least a medic and support, that leaves two extra person for a role. A 6 man squad can have 4 extra roles. Plus intersquad communication is hard and for the CO its tough since generally you use 2 squads instead of one to attack a point. If you had every SL in TS, and enough good SLs and a good CO it might work well. But of course you have to assume the teams are evenly matched.
Az

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10-04-2005, 01:14 AM #21
Re: 4 man squads
In the scrim vs AGE me, arf, and 2 other guys were in a 4 man squad defending the east-center base in Dalian. We defended against huge armor columns and loads of infantry because we were able to hold them off till we got air support. I think 4 man squads are great for defense if theyre well coordinated and have air support available quickly. For that reason, i think they only work in scrims, because in pubs (even TG pub) you usually wont get a competent CO and air squad at the same time.
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