CO - Understanding & Making use of

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[edit] Bommando's CO article

This is an article I started writing in the hope of luring more people to the fun of the CO role and to develop a better understanding for people who are less familiar with the role and the importance of what they do. It's not a tutorial for COs, but rather an explanation to SLs and their squad members of what the job entails and why they (or at least I) make the decisions they do. Hopefully, this will help team members better understand the value of the role and why a good CO can turn the tide of battle your way if you work with them effectively.

It has since blown out to a bit of an overall map strategy guide and I hope to add to it soon. So, it's now a bit of a long read, but it might help put some scattered ideas into the one place. Some of this has been said before, some of it might only be stuff that I do as CO, so feel free to add anything you like to the mix.

Personally, the best feeling I get is when my team as a whole wins a round. Even if I don't excel personally, I take great pride to know that I was part of a well-oiled machine. Hopefully, what follows will help others achieve a similar goal.

[edit] Basics

When making requests, always state your squad number. You'll get what you want a hell of a lot faster. SLs can use the 'V' key for a direct comm channel to the CO via VOIP. Anyone can make additional resource requests by holding down the 'T' key much like the 'Q' commo rose. SLs have additional options to squad members. Spot like crazy with your commo rose. Using VOIP with your squad might be great for individuals, but placing that tank on the map is a great deal more useful. Follow orders to the letter, unless you have a good reason not to. If so, please explain it to the CO and he will usually understand.

[edit] The Big Picture

When the CO scans the battlefield, they have an immediate understanding of troops concentrations and even direction of movement. When they ask you to defend that otherwise quiet-looking CP, it's because they know there are enemies on the way or know that your team can't afford to lose that CP for the vehicles it spawns or other strategic value.

[edit] Understanding Your Objective

You and your CO should be aware of the requirements to cause ticket bleed on a particular map. You shouldn't capture more CPs than you need to increase the bleed speed. You will end up spreading your forces too thin and play a frustrating game of whack-a-mole where your CO will be less effective. Better to dig in to your CPs with mines at entrance points and strategically placed C4 packs to halt their advance. You will stand much less chance of TKing friendlies with your mines if you are the ones defending the location and know where they are the whole time. On the placement of mines, you are best to place them just after the crest of an upward or downward slope, since the driver's range of vision will prevent them from seeing them.

The CP defenders usually have the advantage, so you can keep those tickets falling by mowing down attacker after attacker. If your CO indicates a break in the wave, re-mine and C4 your CP and dig in again. Don't forget to spread out and take cover against a possible enemy artillery hit. Never stay in the open at your CP. You are much better off having your CP look unmanned and taking your attackers by surprise. Even to the extent of leaving tanks and vehicles empty while taking cover next to them. The enemy will be so keen to capture these assets, that you will be able to see them coming and jump in to blast them once they are out of puff. Very sneaky.

[edit] Being Bossy

Nobody likes a know-it-all, but the CO has tools at his disposal that ground troops don't. A good CO will usually have a good reason to issue a particular order, but will also be open to alternatives. It can also get a bit stressful at times, so bear with the ups and downs.

[edit] Ask For Help

Remember, your CO will usually be doing 10 things at once, so your squad might not hear from him for a time. If you feel that you are under-utilised, neglected or need to make use of any of his tools, don't be shy about asking.

If you are pinned down, ask for artillery, UAV or a scan / spot. Better to have them when you feel you need them than only when your CO feels it necessary.

[edit] Offensive Artillery

The strength of artillery can turn a hard-to-win CP into a cakewalk, as long as your squad understands how it works. It is imperative that your squad times the use of offensive artillery well to make that CP easier to win. I usually advertise artillery by voice at least 20 seconds before it's dropped. It is up to nearby SLs to relay this to their troops. Inform your squad and then wait for the map icon. You have another 15 seconds after seeing the icon before it hits. The outer ring of the indicator is a conservative safe distance. I find that holding a perimeter on the second ring is the ideal position for a squad readying to launch an assault, since it's a good 10m closer and still safe.

A battery lasts for 10 seconds, so once you count to 8, start moving in at speed. If this is timed right, your enemy will still be reeling / hiding from the barrage and your intact squad can surround the CP and have it neutralised in seconds. This will prevent your weakened enemy from spawning at the CP and make it considerably easier to capture. A good CO will also launch a UAV immediately after a barrage if it's not being used elsewhere, so you can mop up with pinpoint accuracy. Alternatively, you should at least get a manual spot to get an idea of the number of remaining hostiles.

[edit] Defensive Artillery

Suppressing artillery can be just as effective to slow an enemy advance. If your CO announces that hostiles are incoming, he will likely slow their charge with a barrage, then give you a UAV to show you where the rest are coming from. Use this opportunity to spread your squad out in overwatch and preferably under cover, since if your opposing CO is worth his salt, then he will likely be using an offensive barrage on you some time real soon.

Laying mines and C4 at key entrance points designated by your CO is an invaluable second line of defence. If you need to leave a base, then your CO should warn approaching friendlies of their existence or you chould disable them with your engineer if you are afraid of possible TKs (you all know that a wrench can disable a mine, yes?).

[edit] Repairs!

Probably the most important aspect of supporting your CO is making sure his assets are online all of the time. Without them, he might as well be sitting in a bunker having a doughnut. Sure, he can use supply crates to repair them himself, but a good demolition squad won't give him this opportunity. If your CO calls for repairs at home base, respond ASAP by spawning at a backward point as an engineer while your CO spots the hostiles causing the nuisance.

Tanks and APCs are also important to keep repaired. Start making better use of engineers and remember that you have supply drops at your disposal too. Sure, vehicles spawn again, but why go all the way back for another, when you can fix the one you have in a matter of seconds.

[edit] Choke Points

Blowing bridges before an enemy attacks is great, but blowing them while they attack is better. You should prep a bridge with C4 as soon as your CO identifies it as strategic, but don't place your packs in the middle of the bridge. Place the C4 so it is less visible at the edges and wait until a convoy is split across the bridge before you blow it. You should be able to blow at least one vehicle and possibly separate the others.

Sometimes the best point of defence is not necessarily the CP itself, but a valley or crossing further out. Mine the CP in case a fast-moving buggy gets through, but place your troops on either side of an outside valley to give your attackers a warm welcome. Not only are you closer to an enemy CP should you need to capture it, but you are also spread out to make a harder target for an opposing artillery strike.

[edit] Summary

To avoid turning this into an unwieldy read, I'll sum it up here by saying that the key to a team victory is to want it in the first place. Strange thing to say, but if you just want to kill a bunch of enemies or practice your flying, then most of the above will likely not apply to you. If you thrive on a well-fought tight team game, then it might just be helpful in achieving that goal.

I hope you all find this useful and post any additions. I will look at editing and compiling it again if there is enough interest.

Cheers,

Bodog (Bommando).

Full discussion here.

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