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  • Steel Thunder tactics

    This map brings a lot of possibilites to the table, at least as far as tactics go. Ambushes, good tank use, infantry sweeps in the forest, etc etc. Post any smart or clever tactic you've come up with since playing this map.

    For me ambushes have been the funnest thing ive tried. Squad should consist of 4 AT, a medic, and a support. This squad should dedicate itself to taking out enemy armor trying to enter the battlefield, so stay about 200-300 meters away from the UCB and covering all the roads. Keep 2 AT on one side of the road, and the other 2 AT on the opposite side. If armor is coming down the road, stay prone and wait for them to pass you and then have the SL give the word to fire. 2 in the rear or side will kill it (in tacmod). If they know about your tactic and try to scoot away in the forest as opposed to the road, send the 2 AT in that part of the forest to give chase. The most important thing is to fire in unison. A tanker can handle one AT firing at him, but not 4 at a time.

    I havent been a tanker in this map (been afraid ;)) but i imagine it can be pretty difficult because ATs can hide literally everywhere. The only way i see a tank squad surviving for longer than 10 minutes is to do one of two similiar things. First you could get 2 medics and a support inside 3 tanks. Have 3 engineers man each of the .50 cals on the top. Once contact is met, the tanks get in a triangle to protect the 3 engineers surrounding the tanks. The speed of the tanks is critical because you must drive slow enough for the engineers to keep up. The other method is similiar but with 4 tanks and just 2 engineers. This has more firepower, but less safety. An ambush AT squad could probably still take care of both of those, so a CO needs to coordinate with an infantry squad to always stay near the tanks and to sweep all forests in search of AT guys.

  • #2
    Re: Steel Thunder tactics

    tanks are pretty useless in Steel Thunder, they were fun and useful the first 2 times we played it but it's just way too easy to kill a tank as an AT on that map, especially in TacMod where you can't have the 3rd person view to see where it's coming from.

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    • #3
      Re: Steel Thunder tactics

      Originally posted by Kilrogg
      tanks are pretty useless in Steel Thunder, they were fun and useful the first 2 times we played it but it's just way too easy to kill a tank as an AT on that map, especially in TacMod where you can't have the 3rd person view to see where it's coming from.
      I don't think the tanks are useless. It's just going to take a combined infantry / armor squad working together to be effective. And there has to be enough infantry to spread out and clean out the areas.
      |TG-12th| asch
      sigpic

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      • #4
        Re: Steel Thunder tactics

        Originally posted by Santa
        I havent been a tanker in this map (been afraid ;)) but i imagine it can be pretty difficult because ATs can hide literally everywhere. The only way i see a tank squad surviving for longer than 10 minutes is to do one of two similiar things. First you could get 2 medics and a support inside 3 tanks. Have 3 engineers man each of the .50 cals on the top. Once contact is met, the tanks get in a triangle to protect the 3 engineers surrounding the tanks. The speed of the tanks is critical because you must drive slow enough for the engineers to keep up. The other method is similiar but with 4 tanks and just 2 engineers. This has more firepower, but less safety. An ambush AT squad could probably still take care of both of those, so a CO needs to coordinate with an infantry squad to always stay near the tanks and to sweep all forests in search of AT guys.

        Nice idea, putting the tanks in a defensive formation for the engineers. It might by possible to coordinate this on tacmod. If only those drivers could hold their foot of the pedal...

        I agree with what ash said. The tanks aren't useful, but there is just no way you are going to capture any flag with just armor. In a desert, maybe. In a forest, I think not.

        I had good experience with a mixed squad (infantry/armor), and think there need to be at least as many infantry in a squad(/combination of two squads) as there is armor.
        This gives two advantages; the ability to kill infantry that is hiding in the grass close by and a capacity for spotting enemy (AT) soldiers that is greatly increased.
        I think the infantry should lead the way, calling out target that the armor will then focus fire on.

        What also seemed to help me a lot last time; yell to the squad to check the grass all around you to kill those pesky SL's.

        I love the fact that this map forces us to find new tactics.

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        • #5
          Re: Steel Thunder tactics

          looks like we are at the dawn of the Age of the Recon Squad. (See TActics forum)
          The heavy folage makes the tanks nearly blind. We need to give them the eyes and ears they need to punsih the enemy. Again, the live instant intell gap lost from the U.A.V. and scanner struggles to be filled.

          Send out a trail watchers (single man recon detail that watch for enemy movement) to find the enemy and spot their location and give intel up the chain of command.

          However, the main concern is killing the the AT ambush squad once found.

          Enter the ( Infantry tank support squad, 5-6 members) Depending on the team numbers and all there may need to be 2-3 on a team to look over certain armor squads. Hey, there are a lot of tanks and all. I do not know the specifc amount of tanks on the map but some kind of ratio will need to be determend.
          This will slow the tanks movement but lets them have a swipper squad that acts as their Antennas.
          One engineer, one support, one sniper, one medic, one-two assault. (no need for AT cause their tank friends will back them up. Spec is low body armor and kit is limited for this party, so no go.)
          S.O.P.
          When the tank support squad moves the tanks follow.
          When the tanks pull out, the tank support squad leads the way. With the folage and all, the tanks are dead meat with out thier support squad.
          When the tanks are idle, the support squad surronds them. The H.U.D. will help prevent frindly fire)

          The tank support squad will need to be like the Iroquois tribe (a Native American tribe from the east coast of North America, {props to the Natives}) and one, know the location of were ambushes may be set up, and two, to destroy the enemy when found.
          Just like with the French and Indian War, the tank support squad will need to stay away from roads and paths. Uhh, there were no tanks then, put u get the idea.

          The following is the layout of the squad in motion. exaple one will be colum formaton (walking chest to back). exaple two will be a slight modivcation to example 1. Example three: line formation (walking shouder to shoulder)
          1-2 assault kits walk point and scan learly 180 degress. If there are two kits have one watch 90 degress in a certain direction and the other watch the other 90 degress.
          Sadly, just like in real life the point man may be destroyed due to being the first human in the sights of the enemy Ambush squad. It is o.k., most of the time they go fast and painless.
          Next comes the support, They walk a good 40 meters back from the point man/men, follwed closly will be the medic who will need to be in the middle of the squad. The support person will do their best to suppress the enemy while the other squad members and friendly tanks get into position. Also the support will have a free 360 range to look around in. (Be careul and do not let the point man get to far out in front!!) The medic will be asigned a given direction or cumpus bearing. Next will be sniper who walks behind the medic and looks in the oposite direction of the medic. If there are not friendly recon personel near, perhaps the sniper should do some flanking away from the squad in order to see the enemy in a differnt direction or help the point man once contact is found. If the sniper is flanking away, the support kit will watch the oposite direction of the medic. The squad leader walks the squads slack. This kit will spend much of their time looking down for enemy mines. Also the Engineer kit is probaly the safest out of all the teamates in that area. Again, the tank needs to follow the engineer kit at all times. For this reason the point man will need to make zig zag patterns so that the enemy will not lay mines in the direction the enemy is heading. Again, find a Native American and you will be fine. The SL also is handy with his shotgun for enemy spec ops looking for C4 kills. They are also quick with a wrench if the tank takes a round. The tank shoud give a good 20 meters to the infantry squad leader and not be right up on top of him/her.
          It is impertive for the Support tank squad to watch in all directions for the tell tell RPG smoke trail. Once spotted with the commo rose, the point man and support need to work on this while the rest of the squad looks around for RPG trails. Be careful of friendly fire cause the tanks may open up on the enemy also. So there may be time when the support squad should stay down and let the tanks do the talking.
          The distance form point man and tank should be...75-100 meters. Just a guess. I suppose the Enginner kit will deside that cause the tanks follow him. The SL can make adjustments on the pace and how spread out everyone is. The arcade H.U.D. makes this a easy chore. (whisper: one day the H.U.D. will be gone, will you be ready?)
          Example 2. Same as above However:
          the SL has the option to send 2 men to walk slack for the tanks. These persons will need to walk a good 50 meters back. With time a well disiplined ambush squad could wait for the colum to go by and hit them in the rear. These two infantry men will need to suppres the enemy and spot the blank out of them. Both support, this will hide their numbers and again suppres the enemy so the big guns can do the negotating. (tip, the support kits can resupply the tank squad, so keep those heavyrounds firing)
          This will change the S member in the front and all but i do not feel like writing about what will need to be changed.
          Example 3. Line formation
          Here the tank support squad walks shouder to shouder, maybe 20 meters apart and sweeps the area the tanks are going to move to. So a T bone will be formed with this formation. This should yield the bigger catch cause if you walk right on top of them the enemy will open fire. The squad will need to pull back and let the tanks do the talking if engaged. the SL will hold back and again regulate the speed of the infantry and tank movemetn by staying in front of the lead tank. it is also important to keep the moble spawn alive. One thing that could be done for any ocasion is for smoke (1-2 cans) to be thrown in the location of the enemy. The tanks will see this and open fire on that area. The tanks will then have a good idea of their location now. But the commo rose should do just fine, so smoke may not be needed. However, be careful the enemy will use this against you and throuhg smoke on you and your own friendly tanks will open up on you!!! not good!

          When the tanks need to cover a lot of ground fast they can pick up their support guys either in the 50 cal spot or come to a complete stop and let them hop on.

          C.O.s will need to be aware with these tactic cause the two squads are symbiotic and can not be seperated.

          If a tank squad is defending a postion they are sort of idle, the tank support squad should be a buffer of sorts by guarding the outside perimeters. I mean a good 75 meters away. Stay low report the intell up the chain of command and let the tanks do the defending. Get into postion and open up on the enemy as they move closer to the perimeter. the draw back to this will be if the tanks need to move quiclly it will take a while for the infantry to dress and cover and get into position if they are spread out.

          communication: C.O. is very important. proper spotting is very important. Maximizing on Team Speak is also very important. It would be cool to have signals and all but that would be too much work. Example: One jump from the engineer kit would mean enemy at point or something, i do not know.

          Again, i do not know how many tanks there are and all and just how many flags to have a good idea of armor to infantry support squad ratio but i'll find and in time....

          I believe these tactics to be sound and be further tooled by the TG community on this thread.
          Thanks for starting this Santa. Christmas in July came early this year. lol.
          Last edited by Rick_the_new_guy; 06-24-2006, 12:08 AM.
          (PO3) Marcinko_R. (BF2 PR .509) Squad Member
          (CPO) Marcinko_R. (BF2 PR .509) Squad Leader
          (LCDR) Marcinko_R. (BF2 PR .509) Commander

          Squad Member pledge to their SL:
          Squad Leader pledge to their team:
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          • #6
            Re: Steel Thunder tactics

            I forgot to discuss what would happen if the Infantry tank support squad discovers armor.
            They have two options
            1. stay low and retreat and spot the enemy will doint so.
            2. Irritate the enemy by getting in close (40 meters away) and running around and hitting the ground. This will make the enemy loose focus on your friendly armor. This will allow your friends to put more rounds in the enemy tanks if the enmey shoots at you just a couple of times.
            Perhaps a AT kit and Spec Ops kit is needed for such occasions, so stay focused on kit selection optons SL.

            If there is a Gunship on the map, perhaps they can escort Tank squads. They can mow the high grass down with their G gun.
            (PO3) Marcinko_R. (BF2 PR .509) Squad Member
            (CPO) Marcinko_R. (BF2 PR .509) Squad Leader
            (LCDR) Marcinko_R. (BF2 PR .509) Commander

            Squad Member pledge to their SL:
            Squad Leader pledge to their team:
            Commander pledge to their SL:

            Comment


            • #7
              Re: Steel Thunder tactics

              Originally posted by Santa
              This map brings a lot of possibilites to the table, at least as far as tactics go. Ambushes, good tank use, infantry sweeps in the forest, etc etc. Post any smart or clever tactic you've come up with since playing this map.

              For me ambushes have been the funnest thing ive tried. Squad should consist of 4 AT, a medic, and a support. This squad should dedicate itself to taking out enemy armor trying to enter the battlefield, so stay about 200-300 meters away from the UCB and covering all the roads. Keep 2 AT on one side of the road, and the other 2 AT on the opposite side. If armor is coming down the road, stay prone and wait for them to pass you and then have the SL give the word to fire. 2 in the rear or side will kill it (in tacmod). If they know about your tactic and try to scoot away in the forest as opposed to the road, send the 2 AT in that part of the forest to give chase. The most important thing is to fire in unison. A tanker can handle one AT firing at him, but not 4 at a time.

              I havent been a tanker in this map (been afraid ;)) but i imagine it can be pretty difficult because ATs can hide literally everywhere. The only way i see a tank squad surviving for longer than 10 minutes is to do one of two similiar things. First you could get 2 medics and a support inside 3 tanks. Have 3 engineers man each of the .50 cals on the top. Once contact is met, the tanks get in a triangle to protect the 3 engineers surrounding the tanks. The speed of the tanks is critical because you must drive slow enough for the engineers to keep up. The other method is similiar but with 4 tanks and just 2 engineers. This has more firepower, but less safety. An ambush AT squad could probably still take care of both of those, so a CO needs to coordinate with an infantry squad to always stay near the tanks and to sweep all forests in search of AT guys.
              I'd also add to this the importance of tanks not necessarily sticking to the 'paved' roads as their primary routes. It might look as if you can't get through different wooded areas, but in fact you can. See my illustration below for routes I would take if SLing an armored squad (ignore the red circle - I stole the image from Drunkensoul in another thread ;) ) .



              Also Coridon pointed out in one thread that tanks are much more effective on defense in this map, instead of moving around all over the place on offense.

              I've played the AT squad on this map more than the tank squad, just because I rarely get a chance to try out AT tactics like target designation (e.g. the rear tank), fire conditions (e.g. weapons hold/'Red Condition' until the SL says "Weapons Free"/'Green Condition'), synchronized AT fire (by far the coolest part of the AT squad), effective use of squad placement, usage of cover, usage of distraction, etc.

              If tanks for some reason must take a main route, I picture a tank squad having 3 pieces of armor (drivers all assaults), 2 engineers, and one roving assault. The armor moves from the base in a reverse triangle, or a column, with engineers sitting in the gunner slots of Tank 1 and Tank 3 (assualt in the middle tank). Tank 1 looks ahead and right. Tank 2 looks ahead and left. Tank 3 watches the 6. The gunners have their heads swiveling the whole time, scanning 360 degrees, with a bias toward watching the column's six. As soon as a hit is taken, tanks drop smoke, engineers start repairing, and the assault makes his way out to eliminate the AT(s). The tanks never stop moving toward their objective, but move slow enough to be repaired by the engineers on foot. If a tank gets down to 3-4 bars of health, the driver abandons it and goes out on foot for an easy kill of an AT with a peashooter as his primary weapon, while that tank's engineer works in tandem with the other engineer to repair the remaining tanks.

              The Anti-Tank squad can be deadly effective on this map, but there are definitely counter-tactics available to a)reduce their effectiveness significantly, and b) kill them on foot. :)
              Beatnik

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              • #8
                Re: Steel Thunder tactics

                Dont use smoke in this map, its very dentrimental. All it will do is alert every enemy within 150 yards of your position of exactly where you are. The brush serves the purpose of the smoke anyway.

                As Tybalt says, "Everyone! We are preparing to assault your position from the direction marked by our smoke!"

                Comment


                • #9
                  Re: Steel Thunder tactics

                  Originally posted by Santa
                  Dont use smoke in this map, its very dentrimental. All it will do is alert every enemy within 150 yards of your position of exactly where you are. The brush serves the purpose of the smoke anyway.

                  As Tybalt says, "Everyone! We are preparing to assault your position from the direction marked by our smoke!"
                  There are pretty much 2 things that I really like to use smoke for in the TacMod.

                  1) For actual concealment of movement during a firefight, or with the expectation of a firefight, over an open area. (This works great in CQC and/or urban areas), and

                  2) For the complete opposite of what your saying. "Hmmm. We're attacking from the north-end of this building? Pop smoke on the south." (the same appies with frag grenades.) Distraction is key. An unexpected or concealed attack along with a distraction is a universal key to success.
                  Focused

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                  • #10
                    Re: Steel Thunder tactics

                    Close range is the best tactic when it comes to taking out a tank on this map, the smoke trail of the missile gives your position away and gets you killed if you have to stand up because of the distance.
                    I get way more kills with C4 on Steel Thunder then with the AT.
                    Still, AT going prone next to the tank is deadly already.




                    BF2 Name: Thez(NL)
                    BF2142 Names:
                    Thierry(NL) (Sniper)
                    Dikkiedik(NL) (Assault)
                    Kittekat(NL) (Engineer)
                    Dimi(NL) (Support)

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                    • #11
                      Re: Steel Thunder tactics

                      I was a witness of how blind tanks are on this map going through the trees, expecially with all of the tall grass. I was AT (without any missles left) and a tank rolled right on by me, so I decided to follow it until a support could spawn on me. I don't know how much damage my knife did to the tank, but the support finially spawned and it was taken down.

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