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How to play Insurgent

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  • How to play Insurgent

    This is a compilation of stuff that I did in a debriefing for the IWS, subjects that I have tried to ad to the 31st SOP and lately I have then started thinking about creating a TGU course based around playing as an insurgent. When I decided that the last was not really an option because it would either be a course that took all day or it would be hard to host 3-4 courses where everyone could attend. Instead I have decided to post this here and then let people give feedback (if any of you actually read the whole thing). I would like ultimately like a discussion about this style of play.

    I will try to cover the most general idea of how you should fight and maneuver to more practical applications such as ambushes and ordnance handling. most of these tactics are applicable on all maps except archer where there is much more open ground then the other maps. Therefore many of these tactics will have to be modified to work on archer where more conventional tactics work better. I have not played many rounds as Hamas and therefore is not too familiar with the faction but the Gaza map allow for use of the same general tactics. I will start out with a whole team theory on how to deploy your unit and afterwards focus more on the different elements of the team.

    The general Theory of Insurgency
    I think that most people are in agreement that the teams objective on insurgency is to defend caches while killing the infidels. What I will try and cover here is what I usually see and how this can be improved by the use of smaller squads and better communication. What I have seen many players do is that they play as they would a regular faction and end up hitting their head against a wall of superior BLUFOR firepower. This tactic have its shortcomings in multiple areas first there is the obvious firepower disadvantage, second you will most likely have less manoeuvrability as a result of inferior fire power, you will either have to focus on infantry or have people that can do nothing but kill vehicles and disadvantages at long range. So these all combine to give an insurgent squad that is less capable then the opposing BLUFOR squad. On an team wide scale these disadvantages become more pronounced where the BLUFOR usually have a armoured vehicles of one kind or another to provide mobility and firepower the best vehicle for this purpose available to the insurgents is the technical. The technical does in no way provide the same staying power as a stryker or other armoured fighting vehicles (AFVs) since it is vulnerable to infantry fire and therefore will have to move after a short period of sustained fire. The insurgents are given bomb cars to counter this but these are usually used in an ineffective way where a person on his own will drive the vehicle instead of cooperating with the team to increase his chance of success. Therefore my conclusion and that of many other is that conventional tactics does not work. Unfortunately on the server during normal play there is not enough appreciation of how to more effectively counter BLUFOR advances on caches. Therefore it usually end up with a number of independently operating squad that individually does not stand up to a BLUFOR squad and since the BLUFOR usually have support from AFVs they are at an even greater disadvantage.

    What I propose as a solution to this is many smaller squads operating with more cohesion and then specialised squads that support with technicals and anti armour operations. This is the tactic that was used by team D during the IWS and it worked to great effect with us winning two out of three rounds as insurgents and the last one was a close match. This tactic was also supported by an analysis of each map that we had the possibility of playing on and grouping of units around caches. The team could be split up into the above mentioned three sections where the infantry section was responsible for defending the caches where the technical unit was responsible for providing support to the infantry to give them an advantage during infantry to infantry fights and the anti armour unit was responsible for keeping the enemy armour away from the combat zone.
    A regular insurgent squad should be 4-5 people not 6 for the simple reason that the one less man in each squad gives another squad of 4 or 5. If you use four man squads as we did during the IWS each squad have to rely heavily on each other since they are not a full combat formation. But this weakness is countered by the fact that more squads allow the insurgents to cover a larger area and squads providing mutual support have more fire power and manoeuvrability then a six man squad.

    To support this weaker structure on a squad level you have to have more leader ship on a higher level. We managed this by assigning a squad leader to be in charge of a certain caches defence and then he was allowed to move people around as he saw fit to support each other directly or in flanking operations. The reason a small squad is an advantage is that they are more manoeuvrable and therefore can get to flanking positions quickly. the objective is not to take the enemy on in a direct confrontation but get them into our territory and then surround them and kill them before they can be reinforced. This tactic requires good communication from the squad leaders and squad members that know the objective. You always want to have reserves that can be deployed to support friendlies where BLUFOR might be breaking through. This of course demands a commander to have the overall idea of what is going on. This commander can also provide supplies with a technical that allow diversions and minefields to be placed in low intensity areas.

    This is the general idea of how to play insurgency I will now try and develop the individual branches and what you need to keep in mind when preforming the different functions on the team. Throughout the rest you will have to keep this overall goal in mind when considering how effective a tactic is and trying to understand why it is done the way it is.

    The Infantry Squad
    On the team there will be 4-6 squad of 4-5 players so they will be a large portion of the team. These squads have to be able to adapt to different situations on the fly and work closely together. One minute you might be fighting in one area against a squad that have no support and then you move to an area where the enemy have AFV support and are numerically superior. Normally a squad leader will have to change his tactics from a minute to the next but it is not necessary for a squad member to adapt this fast. When working in small squads this becomes a requirement because one minute moving fast so you can kill the enemy is a priority and the next staying alive to keep the enemy from advancing is all of a sudden the priority. But since you are a smaller unit the individual becomes more important. Therefore the focus will be as much on how to adapt to different situations, both individually and as a squad, as on what tactics work.

    Individual skill:
    Of course you have to keep your normal infantry SOPs in mind when playing as an insurgent. But you also have to remember that you have worse weapons (some people will disagree with this), no body armour and no field dressing. These three factors make a big differences and on top of that you are part of a smaller squad so you playing properly and doing as you are told is more important than ever. You have to keep in mind how to best stay with your squad and stay alive.

    BLUFOR will most likely not be walking around in units smaller then three people, rarely less than a full squad. Players/squad leaders are more aware of squad cohesion on insurgency then AAS. If you see one enemy soldier running around on his own do not expect him to be alone instead get your squad with you and try and kill him or follow him. If you kill the lone guy wait around to make sure that a medic doesn't come around. If you follow him he might lead you to the rest of the squad. A general rule of thumb do not engage enemies that haven't seen you immediately instead hang around and find out what the enemy is doing. You want to know what the enemy is planning and then you can catch him in a situation where he have no way to defend himself. You should not be going off on your own to hunt down the enemy instead work with your squad.

    The enemy might have better weapons then you and of course you want that shiny M4 with UGL but don't go for it in the middle of a firefight instead make sure the enemy is dead then return and pick up your prize. As a member of these squads you want to kill infantry so this means you shouldn't be rushing to the cache to get that cool RPG because it is not as good as your AK at killing infantry. Instead a PKM or Al Quds are what you needs, if you pick one of these up and your squad is defending a cache set up to cover open areas where you will be able to engage the enemy on your terms.

    Do not go ape**** over a large amount of BLUFOR kits and keep talking about people have to get over to you to get a hold of them instead mention it once to your squad and if there is no reaction then people do not want BLUFOR kits. Do not keep repeating it because it will lead to important stuff being missed. So mention it once and if people do not show an interest move on with your life.

    Squad Leaders:
    You do not want a direct confrontation with the enemy instead you want to hit and then get the F*** out of there because this will make life for them much harder because now they have a casualty that need to be revived before they can move on. keep hitting them like this for a time until another squad is able to help you take them out. You want to herd the enemy into areas where they can receive no support from other squads for this use what you have available. Set up LMGs/ARs to cover streets so they cant cross these this will contain the enemy and will allow you to keep harassing them. If you keep poking at the enemy and then retreating you will not only slow him down but you will also wear down morale because if they are not able to kill you they will get frustrated and start making stupid decisions. They might also have lost a man or two permanently which will give you an advantage compared to earlier. If you are at a huge disadvantage and the enemy is pushing hard for the cache it is sometimes needed to throw caution to the wind and just try and slow down the enemy advance as much as you can with human wave tactics. But human waves should be a last resort just to prevent the enemy from killing the cache. Human waves is bad for morale of your own troops because it is not fun just running out, maybe killing an enemy and the get killed afterwards so be careful not to resort to this tactic as your standard tactic.
    When poking the enemy also make use of the technicals. Call them in to provide support this is what they do well. When then enemy is already annoyed and have a few wounded or critical a technical or two hitting the them from a different angle will send them through the roof and you have 6 shiny BLUFOR kits.
    You always want some vehicle around that you can use for transport because you will have to move quickly to get to an area where BLUFOR is breaking through or to support the other cache.

    To do this you have to outfit you squad to primarily kill infantry and leave AFVs to the anti-armor squad. This means that you want as many PKMs and Al Quds you can get. You also want marksmen and other kits that might work well against infantry, leave some for the rest of the team. As always think of the area you will be working in. If there are large open areas around the cache get a marksmen if you will be running around in the city don't, the same for every other kit. RPG-kits should not be part of your standard kit layout but if there is a vehicle that is roaming in the area get an RPG but you should only get one if you need it otherwise the extra rifle is better. This also goes for a regular game so even though you do not have as much organisation as is assumed it can still pay off to specialise in infantry and then only picking up AT-weapons when needed. This is not as relevant for the Taliban and Hamas because they have better equipment available. Therefore they can use better equipment that allows them to fight BLUFOR on more even terms.

    If you have been defending a cache and it have been destroyed don't just leave the area. Try to kill as many BLUFOR as you can when they are retreating, this is usually easy kills compared to enemies that are advancing because they are more likely to leave dead people behind instead of reviving them. There is also a chance that the armour will retreat before the infantry have pulled back and this will allow you to harass these enemies and get some easy kills. So do not just give up and move to the next cache instead stay in the area and kill as many enemies as you can. The enemy will most likely not be pushing in full force before they have retreated from the recently destroyed cache so as long as there is someone on the cache you will be able to spend 5-10 minutes trying to kill the retreating enemies.

    The Civilian
    The civilian (civ) is not a useless kit but there is no reason to have one in each squad because most of the time it will be quicker to respawn then to get a civ to revive you. You still want to grapling hook that the civilian provides therefore if you have a civilian in your squad and gain access to a BLUFOR rifleman specialist he should pick this up. Whenever you die as an insurgent you will have to make the evaluation if you should respawn or wait for a civilian/medic to revive you. If there is a hideout nearby spawn on that and join the fight but if you will have to come up from main wait and see if a civ/medic can get to you. Of course if your squad leader have given you specific orders you will comply with those.

    Mobile Support
    The mobile support provides three support functions fire support, transport and reconnaissance. Transport is a given, you pick people up and drop them off. This should mostly be that you are in the area and then its just as easy to drive them to where they need to go. Don't drive half way across the map to pick someone up. There are usually enough civilian vehicles laying around. Providing transport is not you primary concern unless all other friendly vehicles are down. My preferred squad size for this is five insurgents with one civilian and just normal rifle kits for the rest. They should man two technicals and the last person can be deployed to observe areas that are out of the combat area to keep a better eye on enemy activity or even deploy minefields.

    Fire Support:
    Technicals are very vulnerable to everything from small arms to a tank so you will not be as effective in your fire support role as might be an AFV on the BLUFOR team. But you will still be able to provide effective support but not by sitting still and killing everything that moves. You are more effective if you keep moving. BLUFOR infantry do not want to get killed and a technical increases the likelihood of that happening therefore they will focus on you when you are moving around in an area and this will allow the infantry squads to move more freely. You do not want to be in an area for too long because the enemy will start working on calling in fire support if they have it available. Therefore you want to go into an area provide support and then get the hell out of there afterwards. The purpose with this support is not killing the enemy for your infantry, kill what you can ofcourse, but instead to allow them to move freely while restricting the enemy movement.

    The standard mode should be to patrol areas where the enemy are likely to try and get in undetected and thereby prevent them from doing this. This is done to support the infantry on the ground not killing. You are not supposed to run around at full speed where you wont be able to see the enemy if he is down a side street. Instead you should take it nice and slowly move in the small streets where the enemy is likely to be. When patrolling you should not stop to engage the enemy just keep patrolling the area and shoot at them while moving. This might not kill as many but it will slow them down considerably since they can not move without exposing themselves to you. If you stop to engage you are much more vulnerable to enemy fire and if you get killed you will have to leave the area and the enemy can keep moving. If you on the other hand stay in the area and keep harassing the enemy friendlies will usually move to engage them, so report enemy movement and keep them occupied. A special example of this is helicopters landing in the city. When this is happening it will usually be to deploy a secret firebase or get in a flanking position. Now your job is to shoot down/follow that helicopter so that as soon as he drops off his troops you are there to kill and disrupt their deployment and hopefully kill the helicopter in the process. This will make life hell on the enemy and if you have a spotter out there sitting in the other end of the city he can tell you everything that is going on.

    Anti-Armour Operations
    There are several different ways of killing vehicles. Most of these are most effective if you work in a dedicated group. This can be more then one squad but my experience have showed that having everyone in the same squad makes it easier. This also means that you have a squad containing one or two people laying mines and IEDs, and RPG team and someone driving bombcars (RPG team can help with this). It is just as important to discourage the enemy from advancing their armour as it is to kill it. Therefore it is worth sometimes to take up positions not to gain kill but instead deny the enemy certain avenues of advance. This is worth keeping in mind when setting up minefields or RPG nests.

    The RPG-Team:
    This team should be based around one or two people with RPG launchers and two people to protect them. You will need some kind of transport that can take the whole team and alot of intel from the rest of the team. Your job will be to move around the map to where the infantry have armour contacts and try and kill these. you should focus on light vehicles and APCs as your primary target. having ammunition with you is also a good thing that will allow you to deny enemy vehicle operations in an area

    IEDs and Mines:
    There are two operations modes for using mines and IEDs. One is area denial where you deny the enemy the ability to move in an area by mining all the entrances so that he will have to go the long way around. The other is killing enemies by clever minefields.

    Area denial is most effective when blocking entrance routes to cache areas and high ground around the cache. your objective is to keep the enemies away from positions that give him a vantage point over the cache area and thereby minimising the effectiveness of the enemy armour and you might be able to lure them into close quarters where you have the advantage. You want to use mines on the most likely approaches to the cache either to deny them the area entirely or just to force them to take a different route. So you want to make your mines visible and you want to deploy as many mines as possible. So when a cache comes up you start thinking about what your experiences tells you about the area; How do BLUFOR prefer to attack, Where will they be coming from ect. then you have to find out if anyone else is throwing stuff down in that area, if there is compliment their efforts if not just place where you think is the most appropriate.

    When you are using mines and IEDs to kill enemy vehicles you have to set up in likely areas the enemy will drive thru. This could for example be a bridge or a main street where your experience tells you there is a lot of traffic on this map. for setting up the minefield there are multiple ways of doing it. You can use mines to force enemy vehicles to drive to one side of the road where you have placed your IED, this is the classical approach that is effective but there are way to improve on this. One way to improve on this is to cover a larger area where you have mined up multiple roads and then one or two roads are covered with IEDs. You can also placed your mines behind your IEDs and then if the vehicle survive the IED they will be running (my experience is that most people run when an IED goes off) then they will not be looking as much for the mines so anything that survive the IED will drive onto the mines. There are many more ways to do this, you can also shoot at a HMMWV driving down the road your mines is on to distract him and this will also make him less aware of mines since he will be looking for who is shooting at him.

    Bomb Car Operation
    For information about using a bomb car I would like to refer to Bomb Car Tactics by ghost-recon. It explains the principles behind using a bomb car in a very easy to understand way. Other then what is in the guide I would suggest that you prioritise, just because Big Red is available doesn't mean that you have to use it. If you can kill the vehicle just as easily with an RPG let the RPG-team deal with it. Go for the targets that sets back the enemy the most. so if you have the choise between 12 infantry and a LAV25 on fallujah take the LAV less tickets but without heavy fire support those twelve infantry are going to get surrounded and killed anyway.
    If people are becoming so bored when playing that they have to resort to this immature behaviour I will give them something to do, call it a project. The project is "appeal a ban". - Wicks

  • #2
    Re: How to play Insurgent

    Finally someone gets it! Almost every insrugency game I've been in has seen at least some of the insurgents trying to fight as a conventional force.

    The problem with this lies in getting everyone to adhere to these guidelines and fight like a guerrilla, not a BLUFOR. This requires a great deal of planning, communication and cooperation. I'm not saying it's not possible, it's just that getting everyone on the same page is difficult.
    GEORGE CARLIN QUOTE OF THE MONTH: "The real reason that we can’t have the Ten Commandments in a courthouse: You cannot post “Thou shalt not steal,” “Thou shalt not commit adultery,” and “Thou shalt not lie” in a building full of lawyers, judges, and politicians. It creates a hostile work environment."

    XBox LIVE GT: Wrath 228. Feel free to friend request, just let me know you're from TG.


    • #3
      Re: How to play Insurgent

      You do not want a direct confrontation with the enemy instead you want to hit and then get the F*** out
      Biggest point I noted about guerilla warfare tactics is its not so much engagement as retreat and eluding the enemy while still posing a threat and distraction to their main objectives.

      Personally I compare it to poker playing, bluff is the best tactic

      If you find yourself in a fair fight, then you have obviously failed to plan properly.




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