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Discussion: Project Reality / PR:BF2 - The cycle - Good overview of what happens in a well oiled squad. I know when everything goes
  1. #16

    ZaBoo's Avatar

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    Re: The cycle

    Good overview of what happens in a well oiled squad. I know when everything goes smoothly, a squad definitely goes through this cycle quiet clear cut, quickly, and often. If I had to sum up quickly how to make this happen:

    Squad Leaders:
    Take control! You took the position, step up and give orders. Don't let your squad become the "lone-wolf" hangout.

    Squad Members:
    Kit discipline, fire discipline, listen, and stay close to your squad leader.

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  3. #17

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    Re: The cycle

    I dont go too crazy and analyze the living hell out of a situation. Im more lax with my squad. If someone grabs a sniper rifle and I just give them a heads up "Hey ______, just a heads up, dont grab a sniper or a HAT without asking."

    "Oh sorry man"
    "Yeah, no big."

    I just like for people to follow basic instructions. "Stay together." "Get down" "Go here"
    I get seriously annoyed when the squad just isnt working, for whatever reason. If im 50 meters from an enemy fire base and I need to take it out, Ill tell my riflemen to kill anyone who spawns while myself and the medic/medics bum rush the firebase and knife it. Or if I have a rally near an enemy flag, and I want my whole squad to move in and I find half of them stop to shoot something that isnt even a threat and drawing attention.

    Example. We were chinese on Qwai. I had my squad right next to the american pig farm. We could have easily capped it. I told my men to move to the flag radius and watch for the US to come up the hill. I sprint to the flag zone, there is no one there to defend it. I turn around and see 4 of my guys stopped to shoot into the US main, no where close to being inside the cap radius. Rather than sneaking 6 guys into the cap zone and at least greying the flag out, I now have myself and a medic in the cap radius and the entire pissed of US team storming up the hill because my squad members wanted to get cheap kills.

    Move here. Fire on that house. Get inside this building. Basic things. If you have squad leaders that knows what theyre doing, communicating, and have squad members that can follow basic instructions, things gel well.

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  5. #18

    Sabre_Tooth_Tigger's Avatar

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    Re: The cycle

    Example. We were chinese on Qwai. I had my squad right next to the american pig farm. We could have easily capped it. I told my men to move to the flag radius and watch for the US to come up the hill. I sprint to the flag zone, there is no one there to defend it. I turn around and see 4 of my guys stopped to shoot into the US main, no where close to being inside the cap radius. Rather than sneaking 6 guys into the cap zone and at least greying the flag out, I now have myself and a medic in the cap radius and the entire pissed of US team storming up the hill because my squad members wanted to get cheap kills.
    Yea with the big cap radius its often best to hide and time any attack or defence but most pubbers are the equal of a kitten with a ball of string, excellent at attacking but often to no purpose or gain

    Guerilla tactics are all about knowing when to withdraw and any time you take on a greater force like the main base with 6 men thats basically Guerrilla warfare.
    In my mind same goes for the chinese heli, using it head on is a disaster but its far from useless or non lethal

    http://en.wikipedia.org/wiki/Guerril...are#Withdrawal

    Guerrilla warfare is the unconventional warfare and combat with which a small group of combatants use mobile tactics (ambushes, raids, etc.) to combat a larger and less mobile formal army. The guerrilla army uses ambush (stealth and surprise) and mobility (draw enemy forces to terrain unsuited to them) in attacking vulnerable targets in enemy territory.

    Don't let your squad become the "lone-wolf" hangout.

    Squad Members:
    Kit discipline, fire discipline, listen, and stay close to your squad leader.
    If people are usefull I dont mind if they wander off but they do have to report in either verbally or actually physically follow the attack order.
    I'd prefer they are all over the place to clumped up on the squad leader but its vital they are still focused on the same thing otherwise the squad exists in name only.

    Every position has an advantage, if someone is miles away at main base or somewhere seemingly useless, they can still bring a crate up but if they dont even think about how to help the squad then they are crap and thats a difference to a 'lone wolf' in my view.
    Even a random guy miles away can warn you of a tank incoming, etc

    Ordering random people around constantly is too much hassle and stress imo and I prefer to play freeform myself so I can only expect the same of a squad, its the spirit of their actions that matters more


    If you find yourself in a fair fight, then you have obviously failed to plan properly.

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  7. #19

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    Re: The cycle

    Interesting topic.

    Quote Originally Posted by billyinorganic View Post
    Yes.... having one part of the squad cover fire while the other flanks works very will, however if there is a hidden enemy element then you must realize that they will probably flank your suppression element.

    g;day
    The effectiveness is mostly down to speed of execution. If you are using a fireteam setup, imo the key principle that determines the tactic's effectiveness is the following: the ablity for your fireteammembers to disengage immediatly DURING combat, regroup with their fireteam and move to flank. If your members have the discipline to do this -and yes you'll have to beat them with a stick to acieve this- then this sort of tactic passes the "effectiveness" treshhold. Then the time waste organising will be trumped by the ability to organise under fire.

    To achieve this discipline, I see 2 steps.

    1) Getting players to maintain cohesion while not under fire. This may require constant nagging and some kicking from the SL.

    2) Getting people to maintain under fire/ when engaging. This is a lot more difficult for most players. There is this grand tunnelvision effect we all suffer from. It is when you see an enemy, you scope and you lose all awareness of the surroundings.
    I suffer from this quite a lot myself, as everybody does at times.

    I've been playing with Wicks as a fireteamleader (3 men 1 medic) quite a lot and it is working out better and better.

    When you have a player with good battleinstincts and great shooting ability like Wicks, or e.g. Jeepo (I remember though we don't play together much ), they can do so much damage on their own, and they will usually run off and do their own thing. They learned this, and in most squads, it IS hugely more effective then running in a line behind their SL.

    But imagine now that this person, with their given instincts and skill, has a very good medic and another riflemen close by him when he reached the enemy's fanny! Exactly, they're all dead!

    Remember that game on operation ghost train Wicks? At one instance I had my fireteam (allways with the less experienced players in this playstyle) covering and rebuilding the firebase. All I had to say was Wicks, attack. We safely shoveled the firebase, while W's 3 men killed the rest of the enemy and their RP. Also for the rest of the round we were just wiping out the enemy squads that infiltrated often without losing more then 2 tickets or so per squad taken out.
    In this round Emdek's support as a medic who understands from the old MIP days how this works was golden, as he was often the deciding factor in finishing off a the second half of that squad W just flanked and getting him up again.

    What ties in most to this thread in my post, is I beleive the remark about tunnelvision, and about the natural lack of discipline that comes with most skilled players. Other parts may be a bit more of topic .

    I'd include some advice for people trying to use more advanced organisation. ALWAYS group the better players in the fireteam that is not yours. Give your sargeant (ft-leader) the best, take the 'noobs' with you so you can babysit them better.
    (Mind you better and noob here is defined mainly by the ability to be disciplined and remain in cohesion.) And furthermore, only do this if you have a good sargeant.

    And for those playing like this with me in the future: every second spent calling you back to your fireteam, is a second of situational awareness lost. So yes. Running away 70m can get your whole squad killed. It basically paralyzes your whole squad and makes you as agressive as a sitting handicapped duck on rohypnol. We all no that poor animal is going to get raped . The usual reponse from this player is then.... lol.... to blame the deaths and losses on you as a SL, ironically, because he just took away your ability to lead.

    If you are not SL or sargeant, you don't make ANY decisions as long as your leader is alive. The only thing you do, is be exactly where he expects you to be, watching his back and flanks. Only when he is dead, your own planning and decisionmaking comes into play.

    I enjoy playing like this a lot, and I would be more then happy anytime to play as a medic slave in this sort of squad. Unfortunately it is an art lost more and more as PR grows, so I have to do it myself as SL. At any rate. It just feels awesome if you engage, yell "sarge flank" and minutes later you have killed a squad + their RP without losing any men.
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  9. #20


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    Re: The cycle

    Al, I am looking forward to doing this more and more, Billy, great topic for a thread, its great when I know other players think about this stuff as much as I do. Lets me know I am not over analysing something lol.

    I like the satellite style analogy of a roving fireteam as it has proven to work with Al's squads thus far. Remember 2D shooters like R-Type or Gradius, basically Al's fireteam is the main ship and mine is the little glowing ship that orbit's Al' squad destroying stuff. Kind of like the ball at the end of a mace chain. The advantages are many fold, but one that I think is overlooked is the ability of Al's squad to move and set RP's whilst we buzz around them in a fluid perimeter.

    This is disorientating for the opposing squad. When I encounter enemy squads I maintain fire discipline as I try to determine there pattern of movement and point of origin i.e. firebase or rp before engaging. With a roving satellite fire team this is almost impossible to determine as I have freedom of movement from the base of our squad to take my 2 guys wherever I see fit within certain parameters to get the job done. These parameters are set by Al within the grander scheme of his plan for the whole sqaud. Al's fireteams' proximity allows for immediate support is required whilst still allowing him to progress to his objective, hopefully with less resisitance if I'm doing my job right. As much as I love squad leading, on certian maps this has been some of the most rewarding and effective PR I have ever played.

    Often as AL has hinted it simply boils down to using the tools at your disposal in the most effective manner, and off topic Emdek has to be one of the most effective and lethal medics I've ever had the pleasure of squading with. Put it this way I didn't have 1 death that round.
    Last edited by Wicks; 02-06-2009 at 06:28 PM.
    TG PR Admins: Fighting for YOU on the frontlines in the War on Stupidity.
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    Being Ninja and Lone Wolfing FOB's is what PR:BF is all about, right?....

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  11. #21


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    Re: The cycle

    Quote Originally Posted by billyinorganic View Post
    1. Switching kits and not taking requested kit.
    2. Moving the opposite direction of squad leader, moving by ones self to an objective that you project your self without any info to the squad.
    3. lagging your damn ass off and not moving towards the squad leader requested position EXACTLY when he asks you to.
    4. Not withdrawing, rushing forward TOWARDS enemies when the squad leader asks for withdrawal.
    These are the ones I see all the time. I'll reply 1 by 1:

    1) If I see this at the start of the round, and I know that I did run down my "No sniper, no HAT, no Combat Engineer" checklist with that person in the squad, I give them a boot from the squad without any warning. It serves supremely well in showing to the squad that you don't accept direct disobedience. Occasionally, people will leave because they feel I am too strict, but more people always join.
    2) This is one I try to be strict on. When I first notice it, I ask what they're doing. If there's no answer, it's a boot. If there is an answer, and I agree with their reasoning, I let them know. If there is an answer and I disagree, I tell them to get back with the squad. If they don't, boot.
    3) I'm fairly loose on this; So long as it seems like you are making a visible effort to move with the squad, I'm lenient.
    4) This is the one that REALLY frustrates me, although I think it applies both to advance as well as retreat. I've had guys who would rather sit in foxholes taking potshots at infantry as opposed to moving up on a time-sensitive objective.


    As far as the "engage" part of the cycle goes, i try to keep tactical orders to the bare minimum. I will of course give orders in extremely urgent situations ("get that AT up here!" etc), but try to give free reign. I do, however, give "standing" orders in combat ("Don't engage until we've been spotted", "Sneak along behind this ridgeline", etc).

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  13. #22

    Googol's Avatar

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    Re: The cycle

    Quote Originally Posted by BigGaayAl View Post
    If you are not SL or sargeant, you don't make ANY decisions as long as your leader is alive. The only thing you do, is be exactly where he expects you to be, watching his back and flanks. Only when he is dead, your own planning and decisionmaking comes into play.
    I find that this basic rule is ignored far too much by most PR players. The reason is simply that most squaddies lack discipline. Most pubbies are not there for a realistic experience or closely-coordinated squad tactics, they are there to shoot people. Once in a while, I will get my squad to be disciplined enough to form a line and advance properly while one fireteam covers the other in their advance. This is also the reason that I have taken a liking to ArmA, people always follow orders. As a result, SLs and Commanders can effectively run their plans and complete their objective.

    This brings me to my second point. The SL must be listened to and an SL's goal is not always to simply kill the enemies or to cap the flag. I don't care if somebody is super leet and can take out a bunch of people singlehandedly like Wickens (though that skill can come in handy and is greatly appreciated at times). I care about squad cohesiveness and support of other elements. Basically, I would like to see the simulation and realistic enviroment elements of the TG primer be thought of more often.
    Googol


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  15. #23


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    Re: The cycle

    Oh don't hate me because I shot you Google lol. No I agree Google I wait days for a really tactical game, I believe there is nothing wrong with being able to shoot effectively. I dislike the notion peddled by some that if you rack up kills you are somehow vanilla style, nonsense, the weapons in PR are so accurate that to be honest you only really stack up kills when you know how to out flank your opponent.

    It does irritate me that there is almost a reverse kind of snobbery that if you can shoot you aren't tactical, hogwash I say. Shooting aint enough, to be effective you have to employ small unit infantry tactics etc.
    TG PR Admins: Fighting for YOU on the frontlines in the War on Stupidity.
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    Being Ninja and Lone Wolfing FOB's is what PR:BF is all about, right?....

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  17. #24


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    Re: The cycle

    KISS - Keep it Simple Stupid.

    Simple plans from unexpected directions = complete victory.

    The smarter your squad, the more extravagant your manuevers can become.

    Though, I routinely kick people who don't meet my standards.

    The most effective squad I've ever run was just a small 3 man one with me, Greenhorn and Andy.

    The three of us kept 3 squads busy at Communications at Bi Ming, and actually pushed one squad out, and then destroyed the last one. Though it took about an hour to do so.

    I find myself hampered by having people who can't pull their own weight, its not that I try and do overly complicated stuff, my goal is simple - attack and kill. It all depends on the direction.
    ? is around the corner.
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