Announcement

Collapse
No announcement yet.

Redeployment Denial Platoon

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Redeployment Denial Platoon

    You guys might remember my heavy interceptor tactic from a while back. To summarize quickly: a squadron of Reavers and Liberators (with tankbuster nose guns) form up in the midfield between the enemy warpgate and the expected target, while a single squad member acts as a spotter immediately outside the warpgate. When the spotter sees galaxies forming up or leaving the warpgate, they guide the squad in to intercept and destroy the galaxy(s) before they get within spawning distance of the fight they want to reinforce. Because of the firepower the liberators bring, taking down the Galaxies in time is viable with tight coordination and a good spotter.

    The goal was to disrupt surge defense tactics by interfering with their ability to reach the fight. It met some success when I've employed it in the past, but I haven't made it a regular thing for one reason or another.

    Now, looking at our new-found alert success (in particular, the last FNF where Randy had us running around the map like crazy), it's mostly been achieved by doing what our opponents have been doing for a long time (juggling multiple bases, reinforcing at strategic points to maximize concentration of force, etc) and perhaps doing it even better. However, I've been thinking... what if we took a different approach, and just stopped the enemy from being able to use those tactics themselves?

    Heavy interceptors might do the trick, but there are some limitations there that would get in the way. One is typical pilot shortage that would make it difficult to muster the critical mass required to effectively burn down multiple galaxies in transit. A larger issue, though, is that heavy interceptors are dubious as a long-term blockade method (as opposed to their originally envisioned role of being used to counter a specific drop where we wouldn't be expected), as the enemy will eventually just get fed up with us and send a platoon of ESFs to wipe us out. If the tactic is seeing any degree of success, the latter scenario is almost certain to happen.

    My thinking is to alter the tactic by including a ground element, and maybe combining it with the spotter PL setup we've already employed to great success in a CAS role. The setup would be something like the following:

    Alpha squad - A mix of Reavers and Liberators. Reavers are kitted out with an eye towards air to air combat, with being able to take down Galaxies a secondary configuration. Liberators have tank busters and then pretty much whatever the gunner wants on the bottom turret (Shredder apparently works well) and are the primary demolition crews.
    Bravo squad - Skyguard Lightnings, with an ammo Sunderer and possibly a Vanguard or two to act as escorts
    Charlie squad - PL and possibly a few additional infiltrator spotters for getting more eyes on potential targets

    The platoon would set up somewhere near the target warpgate, preferably in an area where enemy Galaxies are likely to fly over to get to hot spots. Alpha squad sets up at maximum altitude and hovers there until they're given an interception target. Charlie squad sets up as close to the enemy warpgate as they can (preferably with line of sight to the spawn building) and keeps an eye out for enemies loading up into Galaxies. When Galaxies take off, the spotter squad (who is also the PL) calls out the target heading and height and places down markers to aid the intercept squad. Bravo moves to assist if possible, and alpha collapses on the Galaxies and takes them apart.

    The addition of the ground based spotters adds a more consistent, long term set of eyes on the enemy warpgate, which will hopefully make for better interceptions AND give the squad more staying power in maintaining the blockade. It also allows alpha squad to more easily transition to CAS if juicy ground targets come out of the warp gate or if the enemy starts harassing Bravo squad.

    The addition of Bravo squad and the Skyguards provides a little more firepower for interception if they are lucky enough to be in the enemy flight path, but more importantly it provides an AA area denial zone that Alpha squad can fall back to if the enemy is resorting to massed aircraft attacks or escorts in order to prevent interception. With an AA zone that thick, Alpha squad would have no trouble mopping up even a substantially larger force of enemy aircraft. The nearby ammo sundy is also a convenient way to keep alpha in the game longer instead of needing to retreat for ammo.

    In both cases, the intent is to reframe the tactic from a one-off denial of a critical drop to a generalized disruption of the enemies ability to move around by air over the entire continent. This has the side effect of making it a bit lower pressure; you don't HAVE to stop every drop to drive the enemy bonkers and make rapid redeployment strategies less of a sure bet. In fact, if you do, you'll almost certainly be engaged by an irritated several platoons worth of enemy forces hungering for your blood.

    On that note: this setup would be pretty effective against almost any air-based counter (assuming it all goes well, even a substantial furball would be just a way to temporarily tie down the interceptors and wouldn't unroot them for the long haul), but if the enemy sends an armour/AA brigade out to hunt you down this platoon would NOT want to engage that, and instead would want to retreat. Seeing that coming would be the job of the spotters. The air units would be able to evade pretty easily and lightnings could probably outrun most threats, but Harassers might be a problem. In that case, the air squad will need to held pick them off and preserve their AA squad. So, in essence, a tank-hunter/Skyguard tank column mix would be a solid counter to at least the Bravo squad element, and that would open alpha squad to air based threats. However, if the enemy is putting that much effort into stopping the interceptions that's already a win, and if they're not careful Bravo's escorts and Alpha's CAS might be enough to destroy such an attempt.

    Another thing to note is that this setup wouldn't be particularily threatening to an enemy moving out on the ground. A tank brigade would probably have enough AA to keep alpha off and would be way beyond what the kit of Bravo would be capable of engaging. Small groups or ones without AA are a different story, but generally speaking this tactic wouldn't stop them from just rolling out on the ground instead. That's okay, though! If they're ground bound they will be slower to respond, will be out of the fight for their entire transit time, and won't be hitting the target with the same sort of cohesion and precise placement of a Galaxy drop. If the enemy resorts to ground-based movement only, that's basically a complete win for this tactic.

    Still, if you wanted to cause trouble for ground roll-outs as well, you could add a Delta squad full of heavies/Raven MAX units and set up at a convenient choke-point to shred them as they come, and you'll even be able to call in air support for assistance! This'd be more hit and miss, though. You can't put them right outside the warpgate or they'll attract too much attention and get wiped quickly (or maybe I'm wrong here?). However, a lot of the game's terrain isn't amenable to setting up such an ambush. It would be easy on the SE Indar warpgate, for instance (just set up on top of one of the two main canyons out) but not on the SW warpgate, where there are more ways out and less terrain amenable to laying an ambush. Might be something worth trying, even so, but then you're tying up 3+ squads of people instead of 2+ squads in what is going to be a fairly slow paced op.

    Thoughts?




  • #2
    Re: Redeployment Denial Platoon

    Multiple Skyguards will DESTROY armor I can kill a Harasser in 2 clips and with 12 Skyguards, Harassers as a breeze and you would EASILY outrun a Magrider. You also need to have maybe one AV MAX with an Ammo Sundie to assist in suppressing enemy armor as well as the Driver engaging with a Basilik.

    Something else which should be kept in mind is that the Lis should be Anti Gal and Reavers should hVe Tomcats, no mater how much I HATE them due to them being OP, this will ensure the ability to have you Reavers fall back safely. In a large group of them, any ESFs who run from the Skyguards wi go doen real quick.
    Questions about those who deserve it!
    "Remember, no survivors" -Myself and probably what explains my methods the most

    Comment


    • #3
      Re: Redeployment Denial Platoon

      Skyguards can take on solitary armour at close range, yeah, but if the numbers are equivalent or they engage from long range they don't have a chance. AP-kitted vanguard escorts can deal with a few tanks sniping from a distance, but if they bring an armour squad to clear out the skyguards they will be BADLY outmatched. Same for harassers in significant numbers. Skyguard Lightnings are hardly defenseless against armour when they focus their fire, but they're hurting for DPS individually and the spread is significant enough that it's only good for a short range, last ditch defense.

      Liberators can pretty much bring any kit as long as the pilot has a tank buster, as any gunner weapon will be effective against Galaxies. Shredders are preferred, based on some of the field tests we've run, but a Dalton or Zephyr have roughly the same DPS. I'm torn on the Reaver loadouts. I'm not sure the A2A missiles would be that much of an advantage in an interception... afterburners would allow easier interception and dogfighting, and rockets would provide some heavy hitting to improve the DPS against a Galaxy as well as allow some heavier CAS roles. I'd probably be okay with a mix of the reaver loadouts in the squad.



      Comment


      • #4
        Re: Redeployment Denial Platoon

        I may try to use this in an FNF, I may be leading one in a few weeks, just gonna get some other things outta the way. If an alert comes and you're leading a squad Star, I can have you and another squad who volunteers to do this. You can take lead of the second squad you are working with through TeamSpeak since you have knowledge of how this process works. After all, we learn from our mistakes and if we make a mistake, we can find what went wrong and improve from it, making this tactic an easier way to deploy into situations.
        Questions about those who deserve it!
        "Remember, no survivors" -Myself and probably what explains my methods the most

        Comment


        • #5
          Re: Redeployment Denial Platoon

          It would be nice to try it outside of a FNF, though given how busy I am right now I may not have the opportunity. I could definitely see this falling flat on its face, or being outright boring, or failing to gain enough manpower to do the job. Right now it calls for around 20+ people willing to sit around instead of engaging in a major fight, and half of those would need to be pilots (a rare resource at the best of times).



          Comment


          • #6
            Re: Redeployment Denial Platoon

            Does anybody know if NCC/NCSC already uses spotters and scouts at the enemy warpgate to gather intel on troop movement?


            A pilot who doesn't have any fear probably isn't flying his plane to its maximum. -Jon McBride, astronaut

            Comment


            • #7
              Re: Redeployment Denial Platoon

              They've never engaged in that when I've worked with them.



              Comment


              • #8
                Re: Redeployment Denial Platoon

                I think there are two big questions to answer here with regards to this tactic. The first is "is it a cost-effective use of troops and assets?" and the second is "will this withstand active enemy response?"

                My suspicion for the first is that you'd be able to do enough damage and disruption to justify having half a platoon worth of people away from a major battle. Even a 25-50% Galaxy kill rate (and I think a decent interception group can do better than that!) would be a significant thorn in the enemy's side, and if those Galaxies were going to be reinforcing a major battle or disrupting a cap that could end up winning the battles in question. It would probably be a net win even if all it does is make the enemy resort to ground convoys, since they'd be that much slower to respond.

                The bigger question in my mind is the latter. The setup I've described is pretty much ideal for AVOIDING a fight; only air units, lightnings, and harassers can keep pace, and a combined skyguard and fighter setup will shred even numerically superior air forces. However, the skyguard element is vulnerable to a tank column that catches them out of position, an enemy harasser/lightning squad sent to kill them, or any infantry group that gets a dominating position on them. If the enemy is organized enough to send such a group and destroy or route the lightnings, the air units will be substantially more vulnerable. Likewise, if the enemy sends skyguards with a bit of tank backup, they can drive the aircraft out and then put the platoon's lightnings in serious danger. Even if those fights in no-man's land can be avoided or overcome through air-strikes, however, what does that do to the platoon's effectiveness? Can they still effectively manage intercepts while under modest pressure from enemy units attempting to drive them out? How badly will interceptions fail if the enemy puts substantial escorts into their formation? Attrition is inevitable, and will be difficult to recover from given how far behind enemy lines you'd need to operate... is this past the breaking point?

                Obviously, live experience will say the most here, but does anyone have some thoughts on that?



                Comment


                • #9
                  Re: Redeployment Denial Platoon

                  Two game elements become the gamer changer in this scenario, Terrain being one where the aircraft can go where it's difficult for armor to follow, and Air to Air missiles where being at height can place "most" aircraft beyond ground render except at directly overhead positions.

                  With regard to the first element, re-enforcements are called on a as needed basis which means time is of the essence. Usually deployment is "as the crow flies" means of course the most direct route. If the enemy had to wait for a armor support squad, or had to take a route most desirable for armor, then the time is lost.

                  Comment


                  • #10
                    Re: Redeployment Denial Platoon

                    REALLY INTERESTING IDEA. Nice way to reframe the fight.


                    But, what is to stop the multiple step redeploy? Redeloy to a near base near the warpgate, redeploy to another base a bit further out, arrive at destination on the third redeploy-- about 40 seconds - 1 min as opposed to 10 seconds.

                    Why couldn't the enemy force just say "Ok, spawn our gals at another location (tech plant?)"

                    Granted, your tactics would disrupt and slow the enemy signifigantly. And it would prevent a few of those "last second" gal drops at the end of alerts.

                    But if their PL has brains he has ways around it, and likely at least 2 or 3 more guys in the platoon have air resources for another set of gals.

                    Nevertheless, it might still be worth it. Really interesting idea.
                    The question foremost in my mind is "what will bring the most tactical fun to the server?"

                    Comment


                    • #11
                      Re: Redeployment Denial Platoon

                      The multiple step redeploy is interesting, but I think it's obnoxious enough to execute that most people don't even consider it an option. It's what, 20-30 seconds per hop? Even when executed correctly, I think it's still a net loss for them. They lose cohesion, don't get the same shock and awe effect on the battle, and have to use local spawns instead of getting their choice of drop zones. A force moving around like that would be less effective and timely than one using Galaxy drops, I think.

                      Spawning their Galaxies at a tech plant is unlikely, IMO. It's not a central staging location that can be instantly deployed to like a warpgate, and Tech plants are usually near the front line where organizing something like that could be chaotic. Even so, if a squad or two uses an alternate route, it's not the end of the world.

                      I think the important thing to stress here is that 100% blocking the enemy in isn't the aim, shouldn't be expected, and would probably backfire pretty badly if it did occur. At a certain level of inconvenience, they're just going to send a platoon or two after you! But if you can delay or frustrate, say, even 25% of the Galaxies coming out of the warpgate I'm betting that could be disruptive to their ability to shift around to different fights, and I think we could get a MUCH better kill rate on Galaxies. And if the enemy chooses to use a slower and less convenient method of getting to other fights, like putting together an armour column or using the multiple step redeploy you describe, then that's a win condition! You've just slowed their ability to respond in a hurry.

                      It's also worth noting that the enemy force won't be perfectly coordinated. Some PLs might see their way around it, and whatever central organizational structure they have (IE, their equivalent to NCC or NCSC) might actively take steps to counter it, but there will always be people not paying attention or not coordinating, and they'll still be available as targets. The entire faction won't move as one to counter or circumvent a tactic like this. Some will be part of the zerg, some will be in squads/platoons not coordinating with the larger whole, and some will have their eyes elsewhere and won't be ready.

                      Of course, that's all assuming any of this works in the first place, which I still haven't had a chance to experiment with. I'm way, way too busy right now to dedicate more than one night a week to planetside... still, anecdotal evidence suggests something like this might be effective. In the past, BWC has done aerial blockades of warpgates to really annoying effect, and I've seen AA nests outside our warpgate cause real havoc until the entire faction gets fed up with it and collapses on top of it. Making it a two element setup with spotter support might be the trick.



                      Comment


                      • #12
                        Re: Redeployment Denial Platoon

                        I often times don't like redeploying several times to get to a base unless I am alone and get a beacon for my guys. This is so, as Star said, squad cohesion doesn't really break. I will have the guys be dead already then I get on the base we need to be at for whatever reason and place a beacon. That way no excuses are made on why people can't make it. So I don't find it unreasonable it may happen. But it IS unlikely, since it costs more time to have the SL(s) redeploy several times to a base for a little outcome.

                        This is a very good concept as it stands and just needs a little more tuning to perfect it. It's really good at the way it is now but there are only live scenarios which occur in a live test and can break this in seconds.
                        Questions about those who deserve it!
                        "Remember, no survivors" -Myself and probably what explains my methods the most

                        Comment


                        • #13
                          Re: Redeployment Denial Platoon

                          We tried this out. It was glorious.



                          Comment

                          Connect

                          Collapse

                          TeamSpeak 3 Server

                          Collapse

                          Advertisement

                          Collapse

                          Twitter Feed

                          Collapse

                          Working...
                          X