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Air and Ground Joint Strike Force: Target & Destroy Example

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  • Air and Ground Joint Strike Force: Target & Destroy Example

    The following video captures many aspects of the platoon and squad management SOPs that I am documenting.

    BigGaayAl, lead of an Air platoon, demonstrates the principles of cohesion, differentiation, explanation, and precision control of movement in this combined assault coordinated with Sparhaxxx, PL of the ground forces.

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  • #2
    Re: Air and Ground Joint Strike Force: Target & Destroy Example

    1:36 is when the raid is going down. Nice filming there! Quite spectacular those explosions.

    I had no idea you were in TS3 still. You captured the complexity of comms nicely. I was often listening on teamspeak whilst speaking on platoon voip.

    Of course the platoon members were normally not hearing sp
    sparhawx.

    2:30 nice teamkilling lol

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    • #3
      Re: Air and Ground Joint Strike Force: Target & Destroy Example

      Originally posted by BigGaayAl View Post

      2:30 nice teamkilling lol
      Yes. I got blood thirsty after the first run and shot at the first target I saw on my second run, forgetting that we had friendlies below and not thinking fast enough to realize that my target was shooting at our enemy's position. I hope I did not kill him.

      You managed to coordinate 5 or more aircraft so they could unload their weapons on the same group of targets. The result was devastating (for the enemy and my one poor victim!).

      This further demonstrates that there is plenty of room for two platoon ops (Air/Ground) but both air and ground units need to modify their normal operations to take advantage of each other.

      Ground MUST select areas of operation that Air can support. This is similar to a TSS-Platoon supported by armour. The PL must take into account the terrain and the limits and needs of his tank unit.

      Air MUST be safe on station in a holding pattern or loose but close configuration that allows for near instantaneous response to a target called in by Ground.

      When fighting as interconnected units, of any configuration, each unit no longer operates in the same manner as when alone. Communicating and reinforcing this is one of the constant challenges of the commanding element.

      "That's exactly what we are good for." -- BigGaayAl
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      • #4
        Re: Air and Ground Joint Strike Force: Target & Destroy Example

        Nice. That looked easy from the air :) If ya'll wouldn't of gotten that target we woulda lost that base for sure. At the last seconds there was still a Max and 3 NME on the point even though we also had friendly armor moving in.

        I have no problem working with you on attacks like that and I can keep the air very bizy on a real good leading day I know I can. I'm not sure how the air was but our squads were on the move constantly trying to not get rolled. Yesterday was a very bad leading day for me but that assault made it a good day even though ya'll was there for a short period it was definately enough :)



        FUN FUN

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        • #5
          Re: Air and Ground Joint Strike Force: Target & Destroy Example

          Very nice.

          When Randy has been in TS as well as leading the Galaxy / Libs it made comms even easier as he could be answering command while I grouped up the fighters and prepared to escort. Separating out the Air Force elements really helps each focus on their own role.

          I logged on later that night, when we started getting large dogfights with a swarm of TR Mossies; we were outnumbered, but it was still fun.



          |TG-Irr| MrJengles - You know you want to say it out loud.

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          • #6
            Re: Air and Ground Joint Strike Force: Target & Destroy Example

            @ Sparhawks. When earlier in the night I was leading ground, and we followed the alert into a 60% VS map... We were always going to 'feel' less effective leading. It is just way harder to try and avoid getting swamped. SO no shame there if you had trouble. It was certainly a challenge.

            The attack worked because we had great and accurate intel from the ground. Secondly by that time we had about 6 to 8 reavers and two libs, all willing to wait while I chatted with ground waiting for that intel.


            ----

            Comms wise I would say that I was talking about 4 times as much in PL voip compared to how I think it would happen if we get used to this.

            I was spending much, very much comms (think of it as a finite time-based resource) on getting us grouped up, and on trying to keep the reavers from all going into vacuum-cleaner mode (nose down, blind as a rat ground strafing).

            I think we could have been way more effective with people keeping half or most of the reavers up high, where you can always find jengles if he is on.

            I'm thinking it could still be a good addition to the platoon layout to get one reaver in each lib squad, especially if the platoon would fill up even more.


            ----
            If we get this to work easily, out of habit, and we can run 2 platoons, one of which is air... I think it will just be so much fun for our gameplay. Whether that air platoon would be more effective fighting on the ground instead is not a question we should ask imo.

            Just the addition of a coordinated large air force can add a new dimension (the third in this case) to our fights, thus making the gameplay much more dynamic and entertaining. THat is why I spent the whole evening trying to test a new type of organizing.


            ---

            @Jengles I feel the libs are the most difficult thing to incorporate. If you have them the reaver squad has to stay with them most of the time, or they are ineffective. On the other hand it makes the reaver gameplay slower ans sort of takes away from their main strength, which is being hte unit with the best mobility.

            Perhaps your idea of a reaver ground attack squad might be helpful there. Maybe Alpha=lib Bravo=lib Charlie=AA reavers Delta=A2G reavers.

            But the issue with that may be that it is more difficult to organically grow the platoon into this form as players join and leave.

            If you have any thoughts about how the lib is best used in tandem with reavers... I'm often feeling it is fun, but actually less effective then a bunch of reavers. It is better now though since update. Only ESF and skyguard offer a real threat to libs now. AA max just tickles me now.

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            • #7
              Re: Air and Ground Joint Strike Force: Target & Destroy Example

              Damn, wish I could have been in on that.

              As for liberator integration with Reavers, something I've seen done really well is using a "hammer and anvil" approach for air dominance.

              It's something I've done in the past with A2A missile Reavers and dogfighters. The dogfighters tie up the enemy fighters and pretty much force them to spend all their time avoiding getting gunned down, and the A2A reavers take the opportunity to lock on from range without much difficulty or chance of retaliation (also helpful for catching them as they run away).

              The liberator version of it, which I got splattered on hard when I first was tossed into Mattherson, uses the Liberators as a secondary fire support element in the dogfight that absolutely murders an ESF that isn't paying attention to it with the CAS30 Tank Buster. An ESF that's paying attention will almost never give a Lib pilot a nose-gun shot, but if the dogfighting element is keeping them dodging and weaving the liberator can more easily get a bead on them, and the tank buster just shreds them.

              I only really saw it in my first few weeks in Matterson and I haven't tried it myself yet, but it's one of the things I'll be spending some time this week experimenting with if I get the chance...



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              • #8
                Re: Air and Ground Joint Strike Force: Target & Destroy Example

                Great discussion and video! I am overjoyed to see this!
                The question foremost in my mind is "what will bring the most tactical fun to the server?"

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                • #9
                  Re: Air and Ground Joint Strike Force: Target & Destroy Example

                  Yeah I am going to try something with the running harrasers that I think air would prevail in also. Its simple defend and push when able. I mean this by being on all fronts when a base starts to go down Air is even faster but harrasers can do the job on a smaller lvl. It is work but not only are you holding the enemy back your allowing the Blueberrys to move up. This first comment doesn't mean just keep moving forward it means defending mostly not just moving forward. You will have to hold that line on a large scale.

                  Mainly do not go behind lines. Al I did notice how many times you made me aware of this and I need to mark it up as a bad habit that I have fix. Running an infantry squad with air you have to respect and protect the air just as much as your ground. You have to not put them behind enemy lines. I don't think there is any reason that the air should be in that much danger unless the ground is all Anti air. And that anti air has to be there as soon as the air squad/platoon complains about the NME's air assault.

                  I think If you defend your land till another squad can take it and move on will allow the Faction to move forward more. Its just not about taking base after base when your running that strong. We can't get caught up in the reports of 5 other bases going down. 1 has to be picked and fully defended till you can move on to the next of course air is prepping the next base by checking its strength. If the enemy fraction is getting the one up on ya I bet its because of pop. You can't worry about that you have to play your game.

                  When a big force comes in is pretty much when the air and ground will be split for a short period. I only say this because that is most likely when the ground has to flank and this will take them out of the care of the air and vice versa.

                  I think we can work with this and be a lot more dominating in the future. I also like TS only for leaders. This is a must practice I think.

                  Oh and this is pre alert. The alert will make this type of play much harder.



                  FUN FUN

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