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  • [GUIDE] CAS (Close Air Support)

    CAS (Close Air Support) Guide
    1. Command Structure
      1. Platoon Commander’s Use of CAS -

        Platoon commander should rely on the platoon waypoint to indicate key targets and areas. In addition, the platoon commander should take into account enemy air and anti-air assets in order to limit CAS casualties. The effective use of CAS will consist of identifying key targets for destruction prioritizing Troop Transports and mobile spawns to increase enemy time to target. Of secondary priority would be difficult to reach armor positions shelling friendly forces. Finally, CAS can be effective in cleaning up enemy infantry or protecting airspace. Platoon leader should issue a standing order to concentrated armor positions to be prepared to support CAS in shedding enemy air with surface-to-air fire in the event of heavy contact.

      2. Within the platoon, a single squad will be designated by the platoon leader as “CAS” or close air support unit for the platoon and referred to as “CAS”.

      3. It is advisable that Platoon Leaders should authorize Squad Leaders to call targets for CAS.


    2. CAS Organization & Comm structure
      1. CAS should stay together at all times. Separation of forces leads to dying quicker. In the event that a lib needs to break off from the action it's escorts should stay and defend the remaining libs. The same thing apply's to the escorts. If they must repair they should do so quickly and return to the fight. The air squad should endeavor to maintain a presence as long as possible over the battlefield.

      2. CAS organizes at the continental Warpgate for spawns and redeployments and moves out from there. CAS squad leader should provide estimated-time-of-arrival (ETA) to platoon leaders (common usage:. “CAS on station in 45 seconds.”). During organization unit members should be clearly identified with a class-based role call. Common usage “reavers check in, (reaver pilot responds with number) liberator pilots check in (respond with number), gunners check in (respond with assigned lib number)”

      3. Each liberator should have its 2 escorts directly assigned to it based on pilot’s name and squad number. Liberators should be ID’d by the number that appears on the map (pilots squad number, e.g. Liberator piloted by Delta 6 is “Lib. 6”) Squad leaders should assign escorts before departing warpgate. Common usage “Iamdude in reaver 2 and hobbit in reaver 10 you are escorting cagedminds in Lib 6”

      4. Each air unit should identify enemy targets over squad channel by compass direction with the addition of “high” or “low” and with as much detail as possible. (e.g. “Enemy Galaxy to the West South West high.”)

      5. Break Commands, Contacts, Orders, and Tactics should be announced through squad chat. Gunner to pilot corrections such as “I need more Bank, less bank” should be done over proximity chat.

    3. Tactics

      1. Ideally, one escort Reaver should fly above and to the right of the assigned liberator and one should be low and to the left. Each escort should be able to see his/her liberator at all times unless otherwise engaged/tasked. Both planes should not be closer than 50 meters from the escorted aircraft.

      2. Though tempting CAS squad leaders should resist breaking the squad up into parts and should always endeavor to keep a friendly AA position in mind.

      3. Reavers should fly escort via offense their goal is not to watch who’s shooting the lib but to destroy whatever it is as quickly as possible. Both Reaver’s should react to any contact and ideally would attack together to eliminate each threat and reduce the amount of flak as quickly as possible. This only applies to enemy air units. Ground and fixed AA should be called by the SL.

      4. All planes should not retreat from combat until sustaining at least 50% damage.

      5. Taking out difficult ground targets (AKA: “Blitz” tactic)

        Some ground targets have strong anti-air defenses and can easily shoot down a careless CAS team that strays too close. The best way to defeat such a target is to fall back and mark the enemy air defenses with the squad waypoint and once sufficiently repaired order a coordinated attack on the air defense positions. Each aircraft should assault at a slightly different angle simultaneously and not in a column or follow the leader formation. Each aircraft should attempt to do as much damage as possible but stay in firing range only for approximately 20 -30 seconds hopefully not giving the flak enough time on target to ground any friendly aircraft. Squad leaders should remember to remove the squad waypoint once the strike is completed.

      6. Taking out enemy Troop Transport Aircraft: (AKA “Sacking the QB” / “Tackling the Rusher”)

        Galaxies are immensely tough and often heavily defended the best weapon for taking out a galaxy is the Dalton cannon on the Liberator. Usually Galaxies if moving together will move in follow the leader formation and be surrounded by air escorts. The best way to attack such a column is to attack them from the nose of their column all the way to the back in follow the leader formation with the liberators. The liberators must fly close to inflict damage with a dalton. The liberators should be moving at a decent speed fly straight at the nose of the lead aircraft to start with and aim to fly just 20 meters over the top of the galaxies. The pilots contribute fire in this tactic. The objective is to use the lead Galaxy as cover (blocker) from the Galaxies in the rear of the formation. Reavers should be right behind each of their liberators contributing fire as a priority and engaging enemy escorts as a secondary. Alternatively if in pursuit the same tactic applies from the rear of the galaxy formation. The same tactic is used against enemy liberators however liberator fights tend to be about who can get on top of whom and less about flying close.

      7. Critical engagement of enemy forces “AKA: Crossing the T , T-Tactic”

        The t tactic comes from the naval concept of crossing in front of the enemy’s column formation to create a T out of their I. The idea is simple you set a point approximately 600 meters away from the target about 500 meters up. The actual direct distance to target would 800 meters. The pilot’s altimeter should read 500 and distance to target should be 7-800 meters. From that distance and angle the pilots should be keeping guns on target and using evasive maneuvers.


        Evasive Manuevers
        1. The Dance. A slow figure 8 on a plane equal to the bank so as to keep the guns firing but the altitude and airspeed constantly changing. This is difficult to do and requires practice but should limit damage and expose the enemy to constant fire. This is the most mobile and highest speed of the evasive maneuvers.
        2. The Wave . The liberator reduces speed and pulls nose straight up and strafes using yaw to go left and right.
        3. The Shake. The liberator keeps guns on target and uses it's climb and dive controls to bounce up and down shaking enemy fire
        4. the Wave and Shake. This tactic combines the previous 2 to provide a significantly more difficult target to hit. be warned pilots should watch their position on the map carefully as going up and down with the nose up actually consists of using forward and back not up and down. It is easy to lose your position and range of the target.

        A full complement of 3 liberators would be doing this at 3 different altitudes but the same distance from the target. The whole squad would maintain distance forcing the enemy to come to them effectively crossing the T on the enemies approach. The squad leader will set a squad waypoint on the map to indicate a line that the squad should not cross. Common Setup: “Target the platoon marker, No one passes the squad marker, give me slow figure 8’s and a 45 degree bank.” Elite squads will simply need to be told e.g. Delta 1: “T-tactic on squad waypoint” Lib 1: “Lib 1 High” Lib 2: “Lib 2 Middle” Lib 3: “Low”. Remembering the 50 meter distance rule from earlier the liberators should be at 550 600 and 650 meters altitude respectively maintaining at least 750 meters from target.

      8. If the enemy is not using significant anti-air pressing the advantage and moving in closer is advisable and should be done at the discretion of the squad leader.

    4. Defensive tactics

      1. Fly-Trap: Integrated Anti-air ambush + ammo resupply point. (Credit to BigGaayAl)

        AA forces (usually a squad of armor) would set up as they are prone to do at a distance from conflict with significant AA armament.
        The Anti-air group could be one to three people using AA of any kind in a reasonably safe area, using a Sundy as backup spawn and resupply point for air. This effectively gives you a mobile landing pad.
        All pilots have their blue waypoint on this AA ambush/defense. The air engages in group not too far away, and falls back in group. The AA guys have to be 100% on call. Air will fall back as soon as they are being chased, and circle low over the AA position until the enemy is dead or chased away.
        Another advantage to this tactic, is that you can start doing it as soon as you have one bird in the sky, and one AA guy on the ground, and you can scale up from that. this is a tactic usable regardless of the size of the enemy force you are engaging. That makes it very flexible and easy to use in a way

      2. Mothership strategy

        SL is in Galaxy coordinating, spotting, updating way-points. Galaxy is the center of the swarm. All fighters fall back to it. Galaxy tanks damage, baits attackers into attacking it instead of the reaver/lib they were chasing. Pilots that are on cooldown or out of resources can all help in the gal. there is an option to use a Liberator group as a core of the formation/swarm. Similar to above, but the lib-group is the center now.

      3. Break Contact:

        When a unit’s aircraft has taken more than 50% damage or is approaching 50% rapidly and is still under fire the gunner or pilot will call “break, break” which is the signal for the pilot to get low and fast headed back towards the fall back point and then on to repair and rearm before returning to the point. The break contact command should always indicate what units are in pursuit : E.G. “Break, Break, Break , Enemy Scythe on us from the south high.”
    Last edited by P.Drona; 04-25-2013, 04:32 PM. Reason: Content Update

    Everything is a system, Break it down.

  • #2
    Re: CAS (Close Air Support)

    Amazing write-up!

    Would love to see this adopted or at the very least tested extensively!

    One point I would like to focus on though is that the Cas squad would probably operate better as a completely isolated squad (or whole platoon for color coded plus!). This is because TG operates its platoon through Platoon Chat and much of what is being ordered is more for the ground than the Air.

    Consider then CAS being utilized through a TS Command Channel by the ground element? This would allow for their comms to be as clean as needed.

    Comment


    • #3
      Re: CAS (Close Air Support)

      Indeed a very nice post. I heard from knifewise he was looking to organise air more, and I can only say I fully support these efforts. I think the coordination of air is an area where there is a lot of room for advancement, and an area lot of fun to be had, as we improve our play.


      Most elements in the proposed SOP seem very sensible. I can't comment on them much either way, because it is far from clear to me what is the best way to do things. I simply haven't played in big enough orginzed enough squads, long enough to make any judgement on that.

      So with regret I can only really comment on the one point which does not sound very workeable to me: this rule of getting to 50% health for each plane before retreating.
      -I had been trying before to get my air groups to leave home and return home together, to maximize chances of survival. This is certainly an option worth considering imo.
      -In some situations, I think 50% health is a bad guideline; when there is a wave of enemy fighters extending into your territory, and I see it, I will call retreat before they attack me, because I know we would suffer heavy losses for being outnumbered.

      And then another thing: could you explain or illustrate more the notion of turning the I into a T? From what I read I didn't manage to imagine a clear picture of what exactly you mean.

      Comment


      • #4
        Re: CAS (Close Air Support)




        Assume that the Libs are engaging a mobile line of Enemy Ground Units moving along a road. The Libs are moving to the front of those targets in a perpendicular (⊥) manner to its target. This method is used so that the group of Liberators would theoretically be able to simultaneously engage a specific target (Front Most as it slows the entire enemy line) and enact a quick destruction.

        The Liberators are in a step-wise formation as well so as to increase the ability for the rear gunners to engage ESFs.

        The exact benefit that a Naval Operation gets for doing this though, is far far greater, than the Liberator feet, not to say that this formation and method is not beneficial. Which it clearly is.

        Comment


        • #5
          Formatted OP

          Knifewise and Cagedminds worked together for quite some time to develop a guide for CAS operations.
          This is still a work in progress but we proudly submit our finding

          [CAS-Guide]
          Close Air Support Guide

          {Table of Contents}

          1. Command Structure
          1-a. Platoon Commander’s Use of CAS-
          1-b. Organizational Structure
          1-c. Communication Structure

          2. CAS Organization & Comm structure
          2-a. Internal Structure
          2-b. Deployment Procedures
          2-c. Escort Procedures
          2-d. Contact Reports
          2-e. Squad Internal Communication


          3. Tactics
          3-a. Escort Positioning
          3-b. Collective Grouping
          3-c. Escort Engagement
          3-d. Retreating
          3-e. Retreating II
          3-f. Specific Tactic- "Blitz"
          3-g. Specific Tactic - “Sacking the QB”
          3-h. Specific Tactic - “Crossing the T”
          3-i. Pursuit
          3-j. Defensive Tactics
          3-j-1. "Defend the Point"
          3-j-2. "Break Contact"
          Last edited by P.Drona; 02-28-2013, 07:00 PM.

          Comment


          • #6
            Re: CAS (Close Air Support)

            Close Air Support Guide

            1. Command Structure
            1-a. Platoon Commander’s Use of CAS-
            Platoon commander should rely on the platoon waypoint to indicate key targets and areas.
            In addition, the platoon commander should take into account enemy air and anti-air assets
            in order to limit CAS casualties. The effective use of CAS will consist of identifying key
            targets for destruction prioritizing Troop Transports and mobile spawns to increase enemy time
            to target. Of secondary priority would be difficult to reach armor positions shelling friendly forces.
            Finally, CAS can be effective in cleaning up enemy infantry or protecting airspace. Platoon leader
            should issue a standing order to concentrated armor positions to be prepared to support CAS in
            shedding enemy air with surface-to-air fire in the event of heavy contact.

            1-b. Within the platoon, a single squad will be designated by the platoon leader
            as “CAS” or close air support unit for the platoon and referred to as “CAS”.
            1-c. It is advisable that Platoon Leaders should authorize Squad Leaders to call
            targets for CAS.




            What do you think of this formatting?
            Last edited by P.Drona; 02-28-2013, 06:43 PM.

            Comment


            • #7
              Re: CAS (Close Air Support)

              @Ytman
              -Thanks for carifying with those pretty gif's, made em yourself? I should find out how to do those, great illustrations.
              -I think the T-tactic as I'll call it here, should be really useful. Especially with how rendering distance works in the game. I was sort of doing this with our air before, but I referred to it as 'slicing the pie'. As you would do with a corner, the idea is to minimize the amount of enemies that can shoot you.

              @OP
              -Proximity voip CANNOT be used to communicate in an airvehicle unless it is moving slow or stationary. THis is key imo. If flying liberators, the crew will have to communicate at times in squadvoip. This has to be taken into account. That said, if liberators are in formation, they benefit from the comms all together, and comms are in a natural way streamlined.
              When possible off course, using proxy to minimize unneccesary comms is always a good thing to do.




              Now I would like to add some loose remarks about running airsquads. I've been experimenting with the organizational and tactical possibilities for some time. THis is more as inspiration, or a list of ideas one could try, because I have not really had enough disciplined flyboys together to test the tactics on a squad (+-10ppl) size scale, let alone on a platoon size scale. Perhaps to really learn, we might have to organize a practice event where we get all the flyboys together, have them in the right mindset for disciplined play, and properly test what works and what not.



              1. Squad/Platoon layouts
                • Normal squad.
                  This is how we usually run air, if it is seperate from ground forces. The Squadleader imo can have three main options; be in a lib, be in a gal, or be on the ground spotting and setting waypoints

                • Air Platoon, PL observer on ground.
                  This is a setup I plan to test with Toddshooter when we get a chance. If we dedicate a platoon to air, then we can have the squad function the same as in the 'normal squad' above without losing any of the benefits, but we can add an observer in a second squad, and giving him PL will allow him to give very accurate info on targets.

                  Whether effective command should stay with the air SL then or PL is debatable, but certainly giving the observer the ability to set orange waypoints over using smoke or voice is a terrific benefit



              2. Squad/Platoon tactics

                • Mothership strategy
                  SL is in Galaxy coorinating, spotting, updating waypoints. Galaxy is the center of the swarm. All fighters fall back to it. Galaxy tanks damage, baits attackers into attacking it instead of the reaver/lib they were chasing. Pilots that are on cooldown or out of resources can all help in the gal.

                • Liberator group as a core of the formation/swarm. Similar to above, but the lib-group is the center now.

                • Integrated Anti-air ambush + ammo resupply point.
                  This is an idea I'm very excited about. AA forces would set up a little behind friendly lines. They could be in the same squad, or with a PL-observer in a second squad.
                  The Anti-air group would be one to three people using AA of any kind in a reaonably safe area, using a Sundy as backup spawn and resupply point for air. This effectively gives you a mobile landing pad.

                  All pilots have their blue waypoint on this AA ambush/defense. THe air engages in group not too far away, and falls back in group. THe AA guys have to be 100% on call. Air will fall back as soon as they are being chased, and circle low over the AA position until the enemy is dead or chased away.

                  This is a strat that offers more than just a good defensive backbone, i call it an ambush because it is actually a devious trap that will catch many of even the best pilots. One could call it the fly-trap.

                  Another advantage to this tactic, is that you can start doing it as soon as you have one bird in the sky, and one AA guy on the ground, and you can scale up from that. I also think it is a tactic usable regardless of the size of the enemy force you are engaging. That makes it very flexible and easy to use in a way.



              3. General ideas about movement; where do I go with the swarm?

                This can be difficult at times. So far I've come to two ideas about this.

                • Patrolling friendly territory.
                  This is my general MO. Avoids coming over unexpected AA concentration, offers easy targets and long life, whilst maximally abusing the air's mobility advantage to counter small incursions into your territory (ghostcappers and small squads)

                • Directly supporting specific ground forces.
                  Here the whole air group moves basically where Artillery would be in a different game.

                • Raids (or the RTS-style techswitch).
                  I haven't tested this. It would consist of a large group of air attacking with surprise, using shock and awe. One would have to raid where there wasn't much friendly air before. One wold have to bring major firepower and be in quick, and out before more than one friendly is shot down.

                  There may be a very notable advantage to this tactic; I've noticed that sometimes enemy ground forces just as ours will be so busy on the ground that they have almost no Anti-Air.

                  However, if they spot some air they will quickly adapt. in one or two minutes, a ground force can go from having absolutely no AA, to having a 12 annihilators and 5 maxes shooting at you.

                  That leaves a window of say 90 seconds where with enough firepower, you could prevent them from adjusting their kits, or just disrupting them so much that your groundforces can decide the battle.

                  I would really love to test that one more, but it takes a lot of discipline and waiting. As you do only short attacks, and have to change the target to different parts of the map on different runs or be on standy somewhere in between raids. This is essential however to making it work. If you don't space out the attacks, you will not have the element of surprise and you will suffer debilitating losses losing half of the group or all of it.

                • Dedicated CAS squad.
                  Here just the idea that you could have a very small air squad, could be only on lib or even one reaver. The thing is that they stay parked, safe at all times out of combat and certfarming :p. But as soon as the Platoonleader on the ground wants he can call them in to take out one specific target where it is needed, when it is needed.

                  If this would be say 2 libe and a reaver. They could take out ANY sunderer that is a specific threat within 60 seconds of the order. Whether they would survive an dbe able to ocme back is another thing. But certainly as a ground-PL, that is a tool I would love much more, than haveing a disorganised air squad flying everywhere and fighting on the ground all the time.

                  The main problem with this off course is that people may feel they lack xp gain.



              Comment


              • #8
                Re: Formatted OP

                Originally posted by Ytman View Post
                Knifewise and Cagedminds worked together for quite some time to develop a guide for CAS operations.
                This is still a work in progress but we proudly submit our finding

                [CAS-Guide]
                Close Air Support Guide



                {Table of Contents}

                1. Command Structure
                1-a. Platoon Commander’s Use of CAS-
                1-b. Organizational Structure
                1-c. Communication Structure

                2. CAS Organization & Comm structure
                2-a. Internal Structure
                2-b. Deployment Procedures
                2-c. Escort Procedures
                2-d. Contact Reports
                2-e. Squad Internal Communication


                3. Tactics
                3-a. Escort Positioning
                3-b. Collective Grouping
                3-c. Escort Engagement
                3-d. Retreating
                3-e. Retreating II
                3-f. Specific Tactic- "Blitz"
                3-g. Specific Tactic - “Sacking the QB”
                3-h. Specific Tactic - “Crossing the T”
                3-i. Pursuit
                3-j. Defensive Tactics
                3-j-1. "Defend the Point"
                3-j-2. "Break Contact"



                I think that is great formatting can you copy and PM me the whole thing in code?

                Everything is a system, Break it down.

                Comment


                • #9
                  Re: CAS (Close Air Support)

                  Thanks for those thoughts Big Gaay AL


                  Good stuff I need it to be more concise and specific to where it should go within the orginial OP's layout. Also some of the strategy lacks a bit of definition (placement of units within the swarm) If you can PM it to me I will add it otherwise it will take me some time to incorporate it. Thanks for your input!

                  RESPONSE: We have had trouble with many liberators abandoning the fight every time they take one spec of damage effectively eliminating that unit as an asset. Hence the 50% damage. Also in an intense engagement repairs can be done just by backing away from the fight and setting down. So yes you leave the units down in numbers but the return to the fight is fast enough to be more effective than staying and dying. The idea is as much air on station for as much time as possible. Air deaths cause resource problems and should be avoided.

                  We have used prox comms successfully even at speed and most lib's aren't moving at full speed for gunner-pilot correction communications.

                  Love the ammo sundy addition the the use of the concentrated armor position to make sure units are repaired

                  We have tried to keep air on backup but it is too tempting a target for passing enemy air and is hard to keep consistent.

                  Mothership is a great strategy but we need more complete SOP's on it and swarm flying.

                  Raid groups are great but leaving your own ground forces open to air problems can be an issue in a zero sum game

                  The note on timing to having anti-air presence is a critical piece of tactics that I should have addressed, However I would recommend the defeating tough ground targets tactic for taking them out and forcing them to go weak against our ground units is just as good as killing them.

                  So far the CAS guide is designed to scale to however many folks you can get into the air squad I haven't run into a situation where we could have had an air platoon and we need those thoughts and tactics. Please expand them a bit if possible.
                  Last edited by KnifeWise; 03-01-2013, 03:58 AM.

                  Everything is a system, Break it down.

                  Comment


                  • #10
                    Re: CAS (Close Air Support)

                    Calling all air units please endeavor to use the video tab in planetside to record some of these tactics in use. In addition we need better pilot instructionals to show how much bank and turn is used to make the angled figure 8's used to minimize incoming damage.

                    Everything is a system, Break it down.

                    Comment


                    • #11
                      Re: CAS (Close Air Support)

                      Thanks for the props y'all but most of the credit goes to Knifewise. I just helped him take his tactics into the third dimension for flight.

                      Comment


                      • #12
                        Re: CAS (Close Air Support)

                        I'm working on that right now actually and will have some rough numbers to discuss with you tomorrow.

                        Comment


                        • #13
                          Re: CAS (Close Air Support)

                          Originally posted by kalikorz View Post
                          Thanks for those thoughts Big Gaay AL


                          Good stuff I need it to be more concise and specific to where it should go within the orginial OP's layout. Also some of the strategy lacks a bit of definition (placement of units within the swarm) If you can PM it to me I will add it otherwise it will take me some time to incorporate it. Thanks for your input!

                          RESPONSE: We have had trouble with many liberators abandoning the fight every time they take one spec of damage effectively eliminating that unit as an asset. Hence the 50% damage. Also in an intense engagement repairs can be done just by backing away from the fight and setting down. So yes you leave the units down in numbers but the return to the fight is fast enough to be more effective than staying and dying. The idea is as much air on station for as much time as possible. Air deaths cause resource problems and should be avoided.

                          We have used prox comms successfully even at speed and most lib's aren't moving at full speed for gunner-pilot correction communications.

                          Love the ammo sundy addition the the use of the concentrated armor position to make sure units are repaired

                          We have tried to keep air on backup but it is too tempting a target for passing enemy air and is hard to keep consistent.

                          Mothership is a great strategy but we need more complete SOP's on it and swarm flying.

                          Raid groups are great but leaving your own ground forces open to air problems can be an issue in a zero sum game

                          The note on timing to having anti-air presence is a critical piece of tactics that I should have addressed, However I would recommend the defeating tough ground targets tactic for taking them out and forcing them to go weak against our ground units is just as good as killing them.

                          So far the CAS guide is designed to scale to however many folks you can get into the air squad I haven't run into a situation where we could have had an air platoon and we need those thoughts and tactics. Please expand them a bit if possible.
                          Well you don't HAVE to add anything you know, I was just sort of putting very unfinished ideas out there. But you may off course :p.


                          *50%health: I see what you mean now. I see how it could work as a guideline to get people to stay together in a formation.

                          *proxy comms: I have not been able to use them effectively, perhaps I fly at speed more. When stationary or slow they do work fine. I almost never fly slow really. I'll most often be at top speed or stationary. In group off course movement is usually slower. Well, we'll find out.

                          *anti-air presence: When there is AA I can run too, I feel I have a way easier time staying alive, thus killing more tanks and some aircraft too.

                          *Air platoon: We're facing the question this evening I bet whether we have a full ground platoon with some air, possibly in a dedicated squad, or whether we choose to go full ground platoon, second air squad/platoon (depending on size). So It's pretty clear to me that if platoons keep filling up like they have, that we are going to experiment with this.

                          I think a really good setup would be to have the air-PL be an observer on the ground rolling with the ground-PL. They can communicate trough proxyvoip and TS3. THis will make it easier to mark targets demanded by ground more correctly. Smoke can also perhaps be used cross-platoon to mark positions.

                          When running a separate platoon, this observer/PL setup can overcome the added difficulty of keeping the forces working together.






                          Well I hope you guys SL too, so that we can have multiple people experimenting as SL, that is the best way to learn fast. I would also love to see Jengles, and Hobbit (Buflak does already) SL-ing airsquads sometime. They are such good pilots that they have to be able to teach us things. Jengles has also played in some apparently good vanu squads. All we have to do then is just listen perfectly as squadmembers to make the leading fun!

                          Comment


                          • #14
                            Re: CAS (Close Air Support)

                            I have to second the concept of separating the Army from the AirForce.

                            It does give the need for more precise communication and target markings but there are simply more benefits to a CAS Platoon with TS Communication with the Ground CO IMO.

                            This gives the following options to set up;

                            Homogeneous Squadrons- Escort Reavers in Squads Alpha/Bravo; Attack Liberators in Squads Charlie/Delta
                            Heterogeneous Squadrons- Mixed Squadrons with SPECIFIC Escorts grouped with SPECIFIC Attack Craft.

                            I am more towards the Heterogeneous Squadron as it simplifies the Escort Role to color coded and Escort Wingmen can coordinate directly without interfereing with the other formations. Platoon Level is used for orders and MAYDAYS.


                            In my opinion Less is More and the Platoon shouldn't be a full platoon but should focus on having squads of Two Liberators and Four Reavers (8 people). Add an extra level of fun by forgoing a fourth Cas Squad and have Delta Squad be the ground crew for in field repairs! ^^

                            Comment


                            • #15
                              Re: CAS (Close Air Support)

                              Originally posted by Ytman View Post
                              I have to second the concept of separating the Army from the AirForce.

                              It does give the need for more precise communication and target markings but there are simply more benefits to a CAS Platoon with TS Communication with the Ground CO IMO.

                              This gives the following options to set up;

                              Homogeneous Squadrons- Escort Reavers in Squads Alpha/Bravo; Attack Liberators in Squads Charlie/Delta
                              Heterogeneous Squadrons- Mixed Squadrons with SPECIFIC Escorts grouped with SPECIFIC Attack Craft.

                              I am more towards the Heterogeneous Squadron as it simplifies the Escort Role to color coded and Escort Wingmen can coordinate directly without interfereing with the other formations. Platoon Level is used for orders and MAYDAYS.


                              In my opinion Less is More and the Platoon shouldn't be a full platoon but should focus on having squads of Two Liberators and Four Reavers (8 people). Add an extra level of fun by forgoing a fourth Cas Squad and have Delta Squad be the ground crew for in field repairs! ^^

                              This is probably the most effective comms setup proposal I have seen. My only problem comes with manpower. It is tough when fights are so hard to ask people to stay out of the fight. Your higher commanders are going to want your ground team to lend fire. Whoever is in the ammo sundy trailing the armor column can do just as good a job getting your ammo restocked as a dedicated support-air ground team. In a normal situation anyway. If your armor get's swarmed you will have problems but better to be with the armor group than all on your lonesome somewhere trying to hide your ammo sundy from roving enemies. This piggybacks on what BigGaayAl was saying and eliminates the issue with prox comms and I will suggest it be taken into account immediately (Heterogeneous.)

                              Everything is a system, Break it down.

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