Mentoring/ThePromQueen/Tactics/Commander

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[edit] Commander (CO)

[edit] CO Specific TG Rules

  1. All players are REQUIRED to FOLLOW ORDERS from their squad leader and commander. -This means your Squad Leaders (SL) must follow your orders as long as they do not violate another TG rule. It is important to remind them of this rule before reporting them to an Admin.
  2. Every individual must have the capability to hear the voicecomms of other members of his team. While the use of mics is strongly encouraged, the requirement is that you have VOIP enabled and can hear your teammates. -And if you want to be taken seriously (or taken at all since not many people have time to read chat) you had better be able to speak too.
  3. Commanders MUST make commanding their top priority. -While there may be times when you have to engage in combat or perform other actions you need to consider whether your actions are more important than Commanding.
  4. Entering an uncapturable base for the express purpose of destroying vehicles and/or camping the uncapturable spawn is prohibited. -This goes the same for Commander Assets too. You are not allowed to drop Orbital or EMP Strikes in an uncapturable spawn.

[edit] Command (Control) Console

The Commander Console is your link to the battlefield. Almost everything you do will be done though the CC. The Command Console gives you a birds-eye view of the entire battlefield, scalable up to about 1/10th actual size. Double-Clicking on the map will set the center postion for the camera. Zoom in our out using the mouse scroll wheel. You can also navigate around the map using the WASD keys. The Commander Assets can be activated by right-clicking anywhere (in-bounds) on the map and selecting from the drop-down or by activating them from the panel at the bottom of the screen. When using the latter method, your cursor will change to cross-hairs indicating where the asset will drop or strike. You can cancel your selection by right-clicking. Issue orders to your Squad Leaders either by selecting them from the drop-down at the top-right of the screen or by pressing the corresponding number key. You can select multiple squads using the shift and control keys.

[edit] Communication

Communication with your Squads is the key to a successful campaign. As you cannot directly control you Squads, you will need to persuade them with information about the battlefield. Troop movements, heavily/lightly defended areas, breakthroughs, and orders will need to be conveyed regularly.

[edit] VOIP

VOIP will most likely be your easiest and best method of communicating with your team. You can talk directly to selected Squad Leaders using the "V" key or to all of them at once using "B". Remember that your SL's have a lot going on, so be sure to limit your communication to the most relevant information. When addressing your SL's it is a good idea to always use the Squad number as well as the Squad Leaders name to make sure that there is no confusion who you are talking to.

[edit] CC

The Command Console can also be an effective means of communication. Simple defend/attack orders and spotting enemies can be given through to Console to help keep the Comm Channels clear.

[edit] Assets

[edit] Supply Drop(timer)

Activating supplies will release a magical crate attached to a parachute that will rearm, heal, and repair any nearby units, friendly or otherwise. The crate does have a limited amount of juice and will disappear once the supplies are exhausted. The crate will drop slightly to the north of where you actually click, so be careful not to drop too far from your intended recipients. If you are in a defensive position, cycle which squads get the supply crate. If there are vehicles present, consult your SL's to see which vehicle needs the crate. If you are in a defensive position with vehicles, drop crates in multiple places so that the vehicle can re-arm more easily. If you are attacking, place your supplies where a squad can utilize them, such as on the flag they are about to hit. **Advanced Tactic - Sometimes supplies can be used to hurt the enemy as well. Place supplies in a tight corridor such as a catwalk or alley so they have trouble advancing or use a supply crate as bait for enemies before you drop an orbital on it.

[edit] EMP Strike (timer)

Your EMP (Electro-Magnetic Pulse) will disable the electronics of any nearby units for a period of time determined by distance to the center of the blast. This means vehicle controls, SL drones, weapon cross-hairs, even motion mines will become unresponsive. The EMP strike does have about a 1-2 second delay coupled with a circular ground distortion before activating. Your EMP will most often be used in conjunction with the Orbital Strike to immobilize the target to ensure destruction, though you may also use it to harry enemy troop movements.

[edit] Orbital Strike(timer)

The OS rains down shrieking destruction from an unseen orbiting super-weapon. The OS has only a brief delay and gives almost no warning to the enemy. The actual blasts of the OS strike in a burst pattern encircling the target area with reduced frequency near the edges. Targets withing the OS are not a guaranteed kill and it is possible, though difficult, to stay within the blast area and not be killed. The OS should not be considered anything more than a deterrent or nuisance to infantry. While the OS does do well to goad enemy troops into movement, it is easy to escape from and fairly safe to venture into for a revive. The OS can also provide great cover for friendly troop movements. Friendly troops can move into and through friendly OS in order to advance onto or past an objective while being effectively covered from the enemy sight. Enemy troops will likely be unwilling to follow your forces into the blast area as well, which should buy you plenty of time to secure the objective. **Advanced Tactic - When a round is likely to come down to a very close ticket ratio, use your OS to target enemies that are unlikely to be revived. Target remote units, lone snipers, and reserved forces to cause the loss of a few tickets. Over a few minutes this can mean a significant ticket lead.

[edit] Sat-Track(timer)

Activating the Sat-Trick will scan the entire length and width of the battlefield, illuminating any enemy forces via the map. Forces will not be given specific designation, only a generic red dot. These dots will linger for a few seconds and can be spotted once they have all faded. Targets spotted before the Sat-Track has faded will not show up on the map for the rest of the team. Constant use of the Sat-Track will ensure that no enemy movements go unseen.

[edit] UAV(timer)

The Unmanned Aerial Vehicle will circle the designated spot and light up any enemy forces on the map. Forces will be designated with their according unit type and will remain on the map as long as they are within range of the UAV. The UAV is susceptible to AA fire but will not be designated with team affiliation, so be careful not to fire on a friendly UAV.

[edit] Basic Strategy

Whether you are defending or attacking, every round will follow a few general rules:

  1. Determine which Squads will be filling which roles (Attackers & Defenders)
  2. Develop a contingency plan
  3. Assets Cycle
  4. Commit to the Attack or Seal the Defense

[edit] Squad Roles

Having a clear plan of which squads will attack/defend which flags is what separates the lucky wins for the sure victory. Make sure that all SL's are clear on what their roles is. Remember to place objective markers on the map for each squad so you both know where that squad should be.

[edit] The Contingency Plan

Part of developing a successful plan is recognizing that things may not go the way you expect them to. You should always have a backup plan of how you will deal with adverse changes on the battlefield.

Mining and placing IDS/PDS on the flags that aren't likely to be taken can be a quick and easy way to prevent the occasional breakthrough and sneak-by. Example: Placing APM's and RDX on the "Ruins" flag at Camp Gibralter in case a squad is able to break through Toll Station.

Designating a squad as float, reserve, cleanup, fall-back, etc can ensure that when something goes wrong, there is someone ready to fix it. Example: Designating a squad to be your "fall-back" squad when defending Cerebre Landing in case someone makes it past to Roadblock or Command Center. Sometimes a contingency plan can be as complex as having a specific objective for each squad in the event that a specific flag is taken.

[edit] Assets Cycle

Your Assets are you biggest asset, get it!? ;) You want to make sure that you are using them as much as possible. There is rarely a reason to save your assets.

  1. Supplies - Supplies should be dropped as soon as they are available.
  2. Sat-Track - On smaller maps you should use your Sat-Track right before using the UAV to help determine the best place for it. On larger maps, just keep the thing going back-to-back.
  3. EMP/OS - An EMP Strike can help ensure that your Orbital Strike will take out any vehicle targets. On maps with only a few vehicles, you can usually safely use 2 or 3 OS' before you need the EMP.

[edit] Attack vs Defend

At some point in the round you are going to have to decide if your team is going to settle for holding the flags they already have or taking the fight to the enemy and possibly forcing a cap-out. The main factor in your decision is "Bleed". Ticket bleed will drain a teams tickets at a steady rate, depending on the number of flags held. Each map has a different number of flags that must be held in order to prevent or force a ticket bleed.

If there is no ticket bleed you need to consider what action will gain or keep the most tickets. Usually a defensive tactic allows you to prevent the most loss but may not bring a quick conclusion to the round. Attacking will usually cost you more tickets in the short-term but a successful attack could cause the enemy to lose a flag and possibly force bleed or a cap-out.

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