Discussion: General Forums / Tactical Gamer University - Advanced Squad Leader - Advanced Squad Leader
This class is to refine your basic skills in infantry to try
189th Bunker - you can look but you cannot find me
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48
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Advanced Squad Leader
Advanced Squad Leader
This class is to refine your basic skills in infantry to try to bring yourself to the next level in PR. It will cover some fairly normal infantry tactics, but most don't use them in game due to the time and effort it takes to perform these maneuvers correctly. If you learn them here, you will have less time wasted in the real server trying to learn these moves and formations under fire.
This game can be very organized and tactical if you put the time in to learn positions and roles. This class is designed to teach that from what I know in PR from my experience here.
Sign up here in the TGU forum only.
This is just going to be me trying to pass on what little I know about PR, and the way I SL - not the end all be all class about infantry - seems to work for me so if you want to know what I do, please attend.
DATE AND TIME: "DATE HAS CHANGED February 13, 2010 - 1900 CET / 1300 EST"
Players will be required for TeamSpeak roll call in the TGU channel 20 minutes before the event.
Reserves will be called from a reserve list if players on the roster are no shows.
Module Name: Project Reality Advanced Squad Leader Prerequisite: Previous PR play, some attempts to squad lead in PR, desire to discuss movement formations in a mature environment Coordinator: TMAN
What not to post:
"What time will it be in my time zone?" Work it out. I posted 2 time zones for US and Euro members. "Are non-supporting members allowed to participate?" Yes. Priority for the roster is listed below. "Can you change the date?" No, the date is set. "I'm on the reserve list. How good are my chances of playing if I show up?" Decent. There'll inevitably be a few cancellations.
Quick Event Information Date: "February 6, 2010 - 1900 CET / 1300 EST" Time: "1900 CET / 1300 EST" Be on Teamspeak By: "1840 CET" Estimated Duration:Plan for 2 hours, but I hope to keep it to just around 1 hour Server: Password Given in Teamspeak. TGU Training Server Module: "Advanced Squad Leader" Number of Participants: "12, 16 at the very most"
Credit badge: Advanced Squad Leader
How Spots Are Assigned:
If there is more than a 12 person interest, TG supporting members will get priority. I will fill the roster based on that, bumping non-TG players / non-supporting members if the demand grows beyond 12. Priority will go to supporting members, TG members then the general public in that order.
How to Sign Up
Sign up in this thread.
To sign up, please simply reply with the following items of information:
1) In house squad (unaffiliated if none)
2) Your in-game name.
Please reply to this message with the above information if you wish to sign up.
Players will be signed up on a first-come first-served basis.
” When you're short of everything but the enemy, you're in combat.”
“Whoever said the pen is mightier than the sword obviously never encountered automatic weapons.”
- General MacArthur
“If your attack is going too well, you have walked into an ambush.”
- Infantry Journal
“AIM towards the Enemy.”
- Instruction printed on US Rocket Launcher
Instructor:
TMAN
I. Introduction and Organization
a. Formation of squads
i. Starting the game right
ii. Limitations when BLUEFOR vs. INSURGENTS
iii. Roll out - Trucks and transport
b. Position assignments for column movement
i. Assignments
ii. “Pairs of 2” assignment
c. Description of duties in the column by position
d. Squad Leader Markers
i. Move
ii. Observe
iii. Assault
iv. Defend
v. Destroy
vi. Build
e. Point Man
i. Rope
ii. Observation
iii. Selection of route
iv. Reporting
- Direction
- Distance
- High/Low
- Type
- Moving direction
II. Column Movement
a. Spacing
i. Wooded Terrain
ii. Desert
iii. City Street Staggered Column
iv. Importance of staying in position
III. Movement to Contact
a. Fire Base distance and placement from observed enemy
b. Duties of assigned pairs after confirmed observation
c. Supporting moves by rear PAIR in forming line
i. Left
ii. Right
iii. Center
IV. Transition to Line Formation
a. Taking a firing position
b. Position for Medic
c. Massing fire on the enemy – base of fire
d. Automatic Rifle covering fire
e. Advancing PAIR 1 to eliminate enemy position
V. Ammo
a. Using ammo bags in combat
b. Strategy for keeping heavy weapons supplied
c. Pairing the ammo bag with the heavy weapon
VI. Crossing Open Space
a. Road, river and open area crossings
b. Smoke
c. Covering positions
VII Building firebases in .9
a. Fire Base distance and placement from observed enemy
b. Using the radio
b. Crates and trucks in .9
d. Fixed Asset Changes in .9
• Added new Foxholes with better construction and protection against artillery and high explosives
• Added new Anti-Tank Guided Missile (ATGM) emplacements, limited to 3 placed at once
• Increased the maximum number of Forward Outposts available from 4 to 6
• Changed Forward Outposts build rules, they can now be built 200m apart (decrease from 300m)
• Changed Forward Outposts build rules, they now only require one supply crate to build (decrease from 2)
• Changed all deployable assets (HMG, AA, TOW, Foxhole, Wire) build rules, they now require two supply crates to build and can now be placed up to 200m from the Forward Outpost (increase from 150m)
• Changed deployable asset maximum amount of assets deployable per map for a team (3 TOWs, 12 AAs, 24 HMGs). For AAs and HMGs is more than they can actually place, but still a limitation just in case it gets too much for the server to handle
• Changed maximum amount of static defenses on a map (foxholes and/or razorwire) to be 100 to avoid any issue with server crashing
VII. Other - Communications
a. Engaging the commander
b. Calling for resources
c. In-squad communication resources (TS, mumble, in-game comms)
VIII. Calling Artillery from the commander
a. Using the binos
b. Calling the shot in
IX. Other .9 changes
• Decreased number of players needed to be close to disable RP to one (used to be two)
• Changed Rally Points, they now expire after 60 seconds from being placed.
• Changed Rally Points, they now cannot be placed with a single enemy close (100m radius)
• Changed Rally Points, they are now limited to only one placement before needing to be "rearmed"
• Changed Rally Points, they now get "rearmed" by the Squad Leader getting close (within 20 meters) to a Forward Outpost, Command Post or Supply Depot
X. Mechanized Infantry
a. Kit selection and squad layout
b. Movement
c. Listening and Observation Mode
d. Deployment of Infantry
e. APC mission - transport / support
f. Supply
g. Healing with Medic
Humor is something that thrives between man's aspirations and his limitations. There is more logic in humor than in anything else. Because, you see, humor is truth. Victor Borge
Those of us who read the forums are like the Christians. Christianity was not intended for everyone, rather for the few to go forth amongst the many (pub server) and spread the good news (tactics/knowledge). So take the opportinity to witness (lead by example) to a heathen (smurf) by showing them the TG way! Amen!
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