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Tactics: Improvements and Implemetation....

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  • Tactics: Improvements and Implemetation....

    I've been here for about a week. And I've played with a lot of you guys. But I've noticed some things that will greatly benefit my newb ass and benefit everyone else as well and I hope you all find what I'm about to write useful.

    The three major components of any team or squad are: "Organization, Communication and Teamwork." These three components can not be stressed enough. And each will be explored in a moment.

    Great, you've joined a squad upon joining the game. What's the next step?

    Go, Fight, Win!!!!


    Take a look at who is in your squad. These are your brothers and sometimes sisters. You as a member of this squad need to know these people. You need to know your Squad Leader. Know the person above you and the people below you.

    Scratch that.

    YOU NEED TO KNOW EVERYONE in your squad. Take a moment before choosing your spawn point and study those names. You need to know where every last person in that squad is at all times. Hell lets go one step further shall we.

    Squad Leaders, when you spawn you DO NOT move out until every last one of those people in your squad list have a chance to see where you have spawned and have the opportunity to choose you as a spawn point. In fact, you spawn first. Once everyone sees that the SL has spawned then the other squad members will naturally choose him as the spawn point. The only time you move out is when everyone is accounted for. Take a moment to move around and look at each one of them. Read their names on top of thier heads in green. Hell, do a radio check and do a roll call. You need to know where these people are at all times and they need to know where you are at all times. Communicate with them, tell them where youa re going. What you will be doing. And stick together. That is by far the most important thing. Do not ever lose sight of your squad members.

    Understandably that is sometimes difficult. But get on the radio. Find out where the rally point is.

    Commanders. Do your jobs. Your role is to provide orders for you squads to lead, provide artillery and UAV's where needed. That isn't to say that commanders do their jobs all the time. People get distracted and this is after all a game. But when I commander ceases squads tend to just stand around looking at the screen yelling, "What are your orders?"

    Squad Leaders, again the responsibility falls on you. You have the same screen as the commander does. You have the ability to request artillery, place UAVs and set objectives for your squad. Do so. You don't necessarily need a commander to do that.

    Treat every map and every game as if your life depends on it.

    What do I mean?

    Don't wander the map by yourself. A soldier who gets seperated from his squad is an easy target for a sniper, a mounted machinegun and support soldier. Which brings me to my next point.

    Are we all familiar with the "Buddy Rush"? Do we all know what this is? And have we all at some point used the tactic?


    Now forget it.

    Not totally, just the "Rush" part.

    To me the word "Rush" doesn't not convey the word "Brotherhood". We are after all part of a squad. And squad members are generally referred to as "Brothers".

    So, let's change the wording, which will inevitably change the meaning and how we implement the "Buddy Rush."

    New word: "Gun Buddy"

    New meaning: A Gun buddy is a small "team" of squad members within a squad who are permenantly "put-together" and operate as a cohesive unit inside a squad. The gun buddy "team" move with each other and never seperate.

    Basically here's how it'll work. Using a standard eight member squad:

    Squad Leader - Medic
    Support Soldier - Assualt Soldier
    Engineer - Assualt Soldier (or some variation of it)
    Sniper - Anti Tank or Assualt Soldier

    Now, the Medic and SL would never seperate, remember the SL is more important than the Sniper so if both are shot and both are calling for a medic the SL takes precedence over the sniper. If the sniper has the SL as his spawn point then it doesn't matter if he "dies" and is respawned so long as the Sl doesn't die.

    Again, the implementation of this tactic heavily relies on the organization and communication of the SL. Remember in the beginning how I said "Know your squad" here's a prime reason. At the very beginning of the map before everyone moves out to fire that first bullet the SL needs to assign "Gun Buddies"

    "John with Jim, Katie with Mark...." and so on and so fourth.

    John will follow Jim around like a lost puppy dog. He will cover Jim's six while Jim makes sure the path in front of them is cleared. And neither will seperate from each other nor will they ever lose sight of their SL.

    Next point.

    For those who play the Support Kit, do you ever feel like you are ignored?

    Well you are. Why do you ask?

    Because you are slow. You don't run fast. You can't aim for **** with your SAW let alone fire it from a standing position or kneeling position. The only time you are any good with that rifle is when you are prone. Good. That's the way we like it.


    Since we are prone we can't cover our own backs. So, what happens when we are laying on the corner of a building on the street dealing death at 200 rounds a minute and we miss that one guy who ran around to the other street?

    We die.


    That's right. If you don't use the gun buddy for anything else assign an assault squad member to at least one support kit. Why do I say Assualt Kit? Because, he is the most qualified to provide cover for the Support kit. His weapon provides enough of a report to make the enemy units closing in think to hit the ground. An Engineer with a shotty won't be any good as the spread pattern is too loose. A medic would be useless with his nearly non-existant report fromt eh MP5. The other reason is the assualt kit has the M203 he can at least fire a few grenade rounds in the general direction of advancing units.

    Support may be alone, left behind. But without him and his M249 Sqaud Assualt Rifle the squad as a whole can not move. You need that high rate of fire insane amounts of lead to lay down an inescapable wall of death to pin the other side to the ground or behind sandbags. So get an assualt kit on his ass to cover his rear while he fires. Because he can't hear let alone see anything while he's got that trigger pinned to the front of the handle. Now, the assualt kit will not under any circumstances put his attention on where the Support gunner is firing. He doesn't need to. He needs to worry about whats behind the support gunner. It could be nothing. It could be a group trying to flank to shut the support gunner up. That's when the assualt kit opens fire. And then communicates, "Inbound, 3 ground pounders. Displace." and both in unison will get up and relocate if the assualt kit can't take them out. The only other time he will concentrate fire in the direction of where the support kit is firing is when the support gunner needs to reload or needs to let the gun cool off.

    SUPPORT SPECIALISTS. You do not need to fire in short bursts. Your role is not to rack up kills. Your role is to provide covering fire so your squad can move. If you get any kills that's an added bonus.

    Support Kits should ideally be the only ones providing covering fire. But it's not always the most practical.


    If you are in a squad where you all can not climb into one APC do not use the vehicle unless there is another vehicle that the rest of the squad can use. It is also imperative that each vehicle has at least one gunner.

    For instance.

    Everyone piles into an APC and one guy is stranded without a ride but there is a buggy. Give up one seat on the APC so someone can man one machinegun on the buggy.

    If there is only one vehicle and not everyone can fit then hoof it. Do not seperate from your squad.

    Hoofing It.

    When moving on foot through the streets of a city or in the jungle or desert. Do not crowd. Spread out. If you are in the streets one half of the squad go to one side of the street and the other half on the other side. Watch each others backs and rooftops, check your corners and alleyways and side streets. In the jungle it's bit harder but doable, use the rocks and trees and "Buddy Rush" as normal.

    Well, I know there is more that I wanted to discuss but I want to kind of play BF2 now so I'm gonna go finish checking my Email and then hop on. See you on the Battlefield. And I hope you've all found this somewhat helpful or has at least gven you some ideas.

    I'm cannon fodder.

  • #2
    Re: Tactics: Improvements and Implemetation....

    Good stuff. I'd dispute a few things, though:

    The Three Important Things are Organization, Communication, and Teamwork: You can shout at each other until the sun goes down and everyone's hoarse, but if you can't put a bullet through an enemy sniper's head or a shell through an enemy tank, you're not helping your squad one bit. I don't care if you could supervise 18 preschoolers hyped up on a mixture of sugar and crack: you have to be able to handle your gun, tank, or car, and handle it well.

    Know Everyone In Your Squad: It helps if you're the squad leader, but it really doesn't make a lot of difference if you can't remember the names of the guys in your squad. They show up in green, so it's not like you won't know they're in your squad, and committing them to memory is more trouble than it's worth when you can just look at them for total recall. It's nice to be able to say "Joey get over here" when you run ahead and notice Joey isn't there, but the amount of babysitting that you can do by memorizing someone's name is excessive.

    Squad Leader Should Stay Put 'Till His Squad's Accounted For: A lot of the time it's a good idea to hold off spawning on your Squad Leader until he has reached the first flag. He'll hop out of his vehicle, and you guys spawn in, take the flag, and roll out in your shiny new armor.

    Standard 8 Member Squads Broken Into Two Groups of Gun Buddies: A squad holds six people, so that isn't going to work very well. Although it's very eloquently put, I'd recommend not trying anything like this; it would get a bit complex. 6 people sticking together is as tricky as you want to get, since it leaves you open for more specific tactical maneuvers later on (you three go left) instead of having to figure out who is who's gun buddy and order them around in that context.

    SL Takes Precedence for Revival: This is a dangerous strategy to follow. A medic ought to stick to the SL like glue, but when push comes to shove, if it's a choice between going prone and reviving your sniper or running in front of a tank to revive your squad leader, the sure bet is better than the near-suicide. A squad leader should only take precedence when you have the luxury to choose, in which case both should be safe.

    Assigned Gun Buddies Stick Together: I sort of already covered this, but I think it's not a good idea to pre-assign discrete groups within a squad. You lose flexibility. Depending on who's alive, who's near each other, and who's pinned down, you want to be able to order people around regardless of any little "Gun Buddy" groups you've formed. Adding layers of complexity is a BARRIER to effective tactics, not a conduit.

    Support as Covering Fire: I think I'm going to write a big long thread about this, but Support is not covering fire. An enemy will hear you firing, but he has no way of knowing you're aiming at him. The actual bullet impacts are barely going to reach him; until you actually start HITTING there's a chance he won't even know you're shooting at him. Contrary to real life, in BF2 Support is the perfect front-man. He has the heaviest armor in the game (shares it with assault) and the best close-range gun in the game. Long range suppression works great in real life, but in BF2 that beast of a gun is going to do the most damage if your squad lets you get in close and hose the enemy soldiers down.

    If Everyone Can't Fit, It's Time To Walk: Myeh. Maybe if like, you can only fit 3 people it's better to walk, but if you can deliver 4 people to the flag, the other 2 are just going to have to get some exercise alone. If your commander orders you to take a flag, he's not doing it because he feels like it: he needs that avenue of attack gone, or he needs a diversion. 9 times out of 10, you will either encounter spotty/no resistance and take the flag with 4 people, while the 2 latecomers get to enjoy the scenery, or you roll in with 4 people and get your butts handed to you. In this case you're all walking either way, and you've got 2 people already in position to scout.

    So yeah, those are the changes I've made. Everything else is good though.


    • #3
      Re: Tactics: Improvements and Implemetation....

      Thanks for the criticism.

      I understand a lot of what I was talking about is pretty much impractical. But at least they are ideas that people can think about. And at least apply in part.

      I play support almost 90% of the time. And I know that if I lay down to put down some covering fire that almost every time I do it the other team concentrates fire on me. I know the odds of me hitting them all the time is slim to none until I'm close. But it does help, perhaps not a whole hell of a lot but it does. In fact I did it tonight several times. Karkand was one, we were defending the train wreck and I got on top of one of the cars and just sprayed the staircase when someone pointed out there was enemy over there. I know I got on confirmed kill on the staircase but the other several guys concentrated thier fire on me. My squad was able to move in.

      I also understand the typical squad for BF2 is 6, I was using 8 as an example.

      I also forgot to mention that each squad should consist of one medic, support, assualt, sniper and at. But that pretty much covers everything.

      So, basically in summary all I really wanted to accomplish with this thread was put out some ideas. And maybe work on some new tactics.

      Shafik and I have done a few training sessions on the private server and we've tried a few different things. In theory some of what I was talking about works, but I haven't really been able to test any of it while playing a game; its a little too hectic.

      I'm cannon fodder.


      • #4
        Re: Tactics: Improvements and Implemetation....

        What you're interpereting as the other team concentrating fire on you is probably just you getting shot at. I'm sure if you were any other class and you fired nonstop you'd attract the exact same amount of attention. I play Support a lot too (that and medic); you can go ahead and spray the area if you want, but I'm going to go ahead and use the gun as a close assault weapon. The SAW especially easily outfights the M16 that you would otherwise use if you're on US, and not having to reload gives you a huge edge in firefights.


        • #5
          Re: Tactics: Improvements and Implemetation....

          Wow, great ideas guys.

          One thing I don't agree with is that every squad needs a sniper and AT, especially when assaulting.

          If you're on a very vehicle heavy map than AT is great. On infantry maps they aren't neary as useful. Unless you know there are vehicles at the place you are attacking, or it's a CP that spawns lots of vehicles, then don't bring AT. Snipers aren't very useful on offense either. They might be able to tell you where enemies are, but so can everyone else. And once you get near the flag, the sniper becomes almost useless. Assaulting a flag with a pistol (or an SMG in the case of the AT kit) is a bad idea.

          If you're on defence than snipers and AT are fine. A sniper can sit near one route to the flag and give you advanced warning of attacks before they are even within view of the flag and the enemy won't even know they're spotted. They can also pick off straglers in the attacking squad. (Possibly forcing the squad to run for cover within the confines of your CP) AT can take care of incoming cars and wipe out a whole squad (or take down a tank or APC). The AT missile is also great for hitting stationary infantry at long range. See the enemy squad leader hiding in the bushes and want to make sure he is DEAD? Then blast him with an AT missile. He probablly won't see it coming, he'll be dead (not just 'critaically wounded'), and he won't be able to talk to his squad untill he respawns.

          Of course, the most important thing to remember on defence is to let the enemy come to you. If you run out to meet them then you might wipe out the whole squad, or the squad leader might sneak past you to the flag and have his squad respawn on him. Then you are left out unable to defend the flag in time and your enemy has gains the advantage of being on defence. Even if you wipe out an entire attacking squad, there could always be another coming from a differnt direction.

          So basically, use snipers to help defend an area against infantry (and spot everything else), and use AT to defend or attack vehicles. Once the vehicles are taken care of, don't bother with AT. Pick Assault or Support; they can deal with unarmoured vehicles easily and slaughter infantry.
          AKA ContingencyPlan


          • #6
            Re: Tactics: Improvements and Implemetation....

            Originally posted by TychoCelchuuu
            What you're interpereting as the other team concentrating fire on you is probably just you getting shot at. I'm sure if you were any other class and you fired nonstop you'd attract the exact same amount of attention. I play Support a lot too (that and medic); you can go ahead and spray the area if you want, but I'm going to go ahead and use the gun as a close assault weapon. The SAW especially easily outfights the M16 that you would otherwise use if you're on US, and not having to reload gives you a huge edge in firefights.
            I don't always just sit back and spray an area with my SAW. Most of the time I'm trying to take flags. The only time I really use the gun to provide covering fire is when we are defending a position whether it's a flag or street.

            I see what you are saying and I totally agree with you. It is very good in close quarters.

            My problem is that I'm still not very good yet. I'm still trying to learn how to use the weapons I'm given effectively. So, everynight before I get on the BF2 Server I'll grab someone from Irr or find out who is training on the private server and I head there to try and learn how to advance using cover and such so I don't die as often as I normally do.

            I do switch kits once but not as often as some guys. I'll play AT if there are a lot of vehicles or I'll play assualt. I used the medic kit last night while training and it's not a bad kit and I do like the fact that I can save people.

            I'm cannon fodder.




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