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  • Fighting Insurgents

    Fighting insurgents has become tuff again. I made a quick guide of basic tips on engaging insrugents.

    http://www.realitymod.com/forum/f195...nsurgents.html


  • #2
    Re: Fighting Insurgents

    That it has. That it has. Even with the new ticket increases I've seen Blu For lose two times and 'forfeit' once (Lashkar, Al Basrah, and Falujah).

    Wonderful diagrams and your English is quite good. May I ask what editing software you used to make the pictures?

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    • #3
      Re: Fighting Insurgents

      Considering rounds used to end with well over 200 tix before it should be still more than doable though.

      Yes I was playing with the us once on fallujah 3 caches were down and we still had around 200 tixs and the map got forwarded what was that about?

      A software called MilSketch
      http://www.historicalsoftware.com/HSC/HSCmilsketch.htm

      Here is the tutorial video
      http://www.historicalsoftware.com/HS...al%20Video.wmv

      Download link
      http://www.historicalsoftware.com/HS...etch_Setup.exe

      The installer comes with some pdf guides on building military symbols, what they mean and how they are used a glossary on military terms/abbreviations and general total overkill for planning out PR games.

      A few tips on using it. Once you created a symbol, place all the symbols you need on the map. The symbols are devided in different folders and are numbered. Switching eats up time. Keep your explorer open and copy all the symbols you use in a separate folder so you can access them quickly. You might have to rename them though, because they might have the same filename but were different gifs in different folders.

      Sometimes you have to combine symbols to get the one you want. At first it all takes long, but once you picked the stuff you regularly use and put it all in one folder its quick enuff.

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      • #4
        Re: Fighting Insurgents

        Hell yeah! Thanks a lot. I'll rewrite my Jabal AAR now with this.
        -----



        Originally posted by Golgo13 View Post
        Considering rounds used to end with well over 200 tix before it should be still more than doable though.

        Yes I was playing with the us once on fallujah 3 caches were down and we still had around 200 tixs and the map got forwarded what was that about?
        "It makes no sense, we are forwarding."

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        • #5
          Re: Fighting Insurgents

          I take it you ended up using those links I posted then?
          CR8Z: "No, I've not been good, but as an American, I'm entitled to everything I want."

          Comment


          • #6
            Re: Fighting Insurgents

            Originally posted by Silly_Savage View Post
            I take it you ended up using those links I posted then?
            affirmative

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            • #7
              Re: Fighting Insurgents

              Very nice post. Would be better if you copied it though instead of linking.

              Comment


              • #8
                Re: Fighting Insurgents

                Can do

                Winning against insurgents requires a different approach than winning in an conventional war. Once a cache location is revlealed the total number of killed insurgents is irrelevant. What counts is downing sufficient insurgents in a timespan short enough to create a window of opportunity, to get closer to the objective.

                A single squad can have a hard time to take out enough insurgents to create a window of opportunity. If an infantery squad tries to engage 3 insurgent squads it risks to be pinned down and overwhelmed, because the rate of loss on the insurgents side is not so high that it cant be replenished from nearby fobs. Therefore a focused CONTEMPORARY engagement by multiple squads is needed to increase the rate of loss on the insurgent side to a degree that a window of opportunity is created, to maneuver take out F.O.B. s and finally the cache.

                Armor and lightly armored attack vehicles should be located behind friendly infantery units and surpress the enemy from a distance. Only when friendly infantery is in a close in firefight friendly armor should move up and only if it is not possible to support the BluFor from the current position. Moving torwards an enemy engaged in close in firefights reduces the probability to find him prepared and equipped to ambush armored targets, but does not exclude the possibility.

                1. Deployment
                When no cache marker is avaible a sizeable force at least 3 squads should seek out contact with the enemy, backed up by armor of some kind, even an humvee. A team this large gives the medics enough breathing room to revive and heal.

                If a marker does pop up a single squad rushing it could take it down if the enemy is not prepared, however rushing on top of a cache with an humvee that is likely to be met by 15 insurgents is (un)healthy optimism that will get the humvee and squad killed.

                2. Setting up


                The first step to set up is locating an assembling area and an area for a FOB. The 2 can be in the same location. The fob is important on AAS maps, on insurgency maps it is vital. It gives soldiers joining the battle the opportunity to enage in a situation where damage inflicted upon the enemy can be exploited. If the redeployment takes so long, that the insurgency has sufficient time to fully replenish its forces, no progress can be made.

                After one or 2 Fobs have been built, all squads that want to attack or surpress should assemble at the assembly area and move in toegether. If you are the first squad that arrived wait for the rest of the team to join you and defend the assembly area.



                3. Area control. Before the cache can be searched the Area needs to be controlled to a certain degree. That might require seizing nearby objectives that give the team an tactical advantage, such as seizing the high ground, or controlling the streets in a city. Strategic objectives seized by friendly forces give the team an advantage.



                Control of the highground needs to be denied from the enemy so he does not shoot down on Blueforce Squads. The Blueforce controlling the high ground can effectively engage or surpress enemy soldiers at the cache location, enemy soldiers approaching the compound and enemy soldiers attempting to climb one of the other hilltops.

                Insurgency in an urban area.

                In a city it is important to control a number of streets in the target area to avoide being outmaneuvered by the insurgents and attacked in the rear. Armored units can put fire down the road to further surpress the enemy. If the squad faces fire it should enter a building or a similiar location and engage the insurgents from there untill it is safe to move further again. The team should push past the cache marker, to drive the insurgents out of the area and take out the enemy FOB if possible, unless the cache is found and destroyed beforehand at which point the team retreats.


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