It has been done before. Your squad was at main, the team has lost, server pop dropped off, everyone had a similar idea "hey lets have some fun all this round is really depressing". Usually it happed very late after too many adult beverages, and with little effect other than some laughs. But that's jumping out of a chopper without much forethought and no inclination towards winning, or teamplay.
Recent posts have shown that I should explain how the tactics had developed recently in our minds, with a vast and welcome amount of help from the creative and experienced people we've done it with, some of of whom no one had ever played with before.
It starts with Yamalia, a map whose premise, i can only assume, was something like -
"Let's make a massive map with minimal hard cover, concealment EVERYWHERE, extreme view distance and platoon size APC spawns so any sort of INF maneuver is made useless".
"Yea..." dev #2 responds, "Like Kashan, only no mountains, no buildings, no air support, and trees everywhere".
I am an INF whore. I am proud of this, which is why I make no qualms about calling out these sorts of maps. Maps like Ghost Train. The only way to really win ghost train with any sort of recurring certainty was to fight a round of attrition with the enemy. And with that much concealment, the guy who doesn't die is the one who waits in ambush. lol vietnam. Which is fine, many rounds were won this way, but it makes for a really boring map after a while, what with all the laying in grass for two hours. But I digress.
Realizing that I could not get my INF on, I looked for other ways to play Yamalia. The Canuks, managing to establish air superiority in the center of Russia, with their vastly superior two squadrons of CF-18s, have brought the Airborne Regiment. They are very proficient with parachutes. So we put them to use. We Quu jumped onto one of those Islands completely held by the enemy, and killed a very many of them before kicking. This is what Airborne does. In reality. That's for all you sim-fans.
I don't really play Yamalia anymore. What I do play is INS, and we have a very specific way of operating, call it a rule-set. Small element, minimal contact. Observes enemy movement, deduces cache location, plans assault from weak side, takes down cache, gets out fast. Repeat.
This way of doing things is very successful. Usually we run through this on foot, but Archer does not lend itself to that. It is far too open, and that among other things results in way too much contact for a small element to be effective with any sort of consistency. This is frustrating because it forced us into using HMWWVs and G-Wagons constantly. You could say It was an affront to our warrior spirit. Plus, I really suck at driving.
And so, once again, like a true tard, we moved to adapt our tactics to best win the game, i.e. use our INS rule set. We started to put together a new standard for using the Airborne tactic effectively.
• Find good pilot.
• Request pilot recon AO, so that we can mark outlaying outposts and/or enemy supporting fire positions.
• Plot likely enemy movements and dispositions around the AO as the enemy reacts to the large BLUFOR assault.
• Select Drop zone with the lowest possible visibility to the enemy.
• Get underway when the large BLUFOR force makes contact with the enemy.
• Instruct team to equip pilot kits, board chopper and request chopper move to 700-900m above DZ and hold.
• Instruct team to jump, by name, one at a time, about every two seconds, until I am the last out.
• Rally on supply drop, which was dropped after we jumped, to gather kits and move to destroy cache.
• Establish safe LZ, if possible, for exfil and regroup at main.
Notice if you replace "Pilot" with "SL", "DZ" with "INFIL route", and remove the points involving the actual jump, these are exactly the steps taken by a small light INF force assaulting a cache from the ground.
Also notice, as with other tactics utilized in PR, much of this has parallels in real life. Not because I tried to do it that way, but because the design of the game makes that the most effective means. I have two objectives in INS. One, minimize casualties and asset breakage. Two, destroy the caches.
Dropping right on top of the enemy does not fulfill these objectives. Neither does dropping in an unorganized fashion without proper intel and planning. We learned that the hard way, and adapted. This tactic is simply a way of deploying into the AO. For Archer, my team jumps, because that is the best way to fulfill those critical first steps in the rule set.
"Play the game the way it's meant to be played".
This is a rule which keeps tards from abusing game mechanics. The question is, who is the object in that sentence? If it is the DEVs, then be advised this capability in the Canadian forces for using airborne tactics of deployment will be removed next patch. If it is the ADMINS who decide the "meant to be", then it is a question of how the tactic effects the server at large. The immediate consequences for OPFOR when this tactic is employed are; more BLUFOR crewmen kits available for pickup, and a requirement to defend the cache location on the weak flanks and the cache location exactly, rather than just zerging toward BLUFOR fire. Also, more techy patrols, which is how I would counter an Airborne squad as INS. Might have just shot myself in the foot there.