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  • Defence Squad strategies - Discuss here

    I've been reading a few posts and threads about the Defence gameplay of BF2, where it can be real fun to stay on Defence at a specific flag location and hold it for the duration of the game.

    Like most, i tried my best to find the proper combination of firepower for a Defencive Squad, set in a semi or full urban environment. Came up with this:

    1x Eng.
    1x Medic
    1x AT
    2x Soldier
    1x Support.

    Might seem a little wierd, but the reasoning behind it is as follow:

    The Eng. is basically the Safeguard against technicals and armors coming in. The Eng is basically the first line of defence against wheels.

    The Medic is of course the one keeping everyone in the fight, and stays between the SL and the others to assure a proper respawn if needs be.

    The AT is the second line of defence against technicals and against A2G attacks.

    The soldier is the main line of defence against infantry attacks. They will cover the entrances with smoke and offer the better firepower in direct confrontation.

    The Support is the second line of defence against enemy Infantry incursions as well as the ammo distribution specialist, meaning the Squad also takes less time away from the Commander by always requesting supply drops.


    Note that a Sniper could also be used, especially for its very effective Claymores if for exemple, installed around the flag base for sneaky enemy bastards... And if there is an elevated location from where the Sniper can easily spot incoming traffic.

    What do ya'll think? I'd be interested in trying this out if people are interested...

  • #2
    Re: Defence Squad strategies - Discuss here

    Originally posted by RedOak
    I've been reading a few posts and threads about the Defence gameplay of BF2, where it can be real fun to stay on Defence at a specific flag location and hold it for the duration of the game.

    Like most, i tried my best to find the proper combination of firepower for a Defencive Squad, set in a semi or full urban environment. Came up with this:

    1x Eng.
    1x Medic
    1x AT
    2x Soldier
    1x Support.

    ...snip...

    What do ya'll think? I'd be interested in trying this out if people are interested...
    I was thinking about this earlier today as well and came up with an almost identical squad formation. The only difference was that I assigned 2 medics instead of 2 assault class roles.

    My reasoning for the 2 medics were as follows:

    The SL would take on a medic role. In the event they were fired upon, it would be easier for them to be able to heal themselves after they got behind some cover. Keeping the SL is of paramount importance and there is no quicker way to get a SL healed than to heal themselves.

    The second medic would take on the traditional medic role on the battlefield and also be backup in case the SL was killed and needed to be revived.

    The rest of the squad was made up for the same reasons that you presented. The only exception was mine was focused around keeping the SL alive as the highest priority.
    Diplomacy is the art of saying "good doggie" while looking for a bigger stick.

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    • #3
      Re: Defence Squad strategies - Discuss here

      I dissagree with the second one. You don't need to keep SL alive while on defense because you are DEFENDING a point that everyone can spawn at. Also, I dissagree with having 2 medics in ANY squad, but that's just me.

      For defense, I'd have:

      1 --- Medic tossing around the medkits so we have some room to breathe, but the medic has to KEEP shooting/grenading with the rest of the squad
      1 --- Engineer for obvious anti vehicle crap
      2 --- Assault to pack a punch, plus the M203
      2 --- support to blow the crap out of guys with their machine guns but most importantly to keep the medic stocked up on medkits to toss around and to give the squad unlimited grenades and the engineer mines.

      *Depending on the situation, though, I may switch enginner for rocket guy because the engineer may not be able to get far enuogh away to lay down mines. ALl depends how agressive the enemy is and if we have time to breath between attacks.

      remember we're on URBAN defense here, we need the explosives and concentrated fire for the narrow alleys and tight streets.



      --JP
      --JP

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      • #4
        Re: Defence Squad strategies - Discuss here

        Originally posted by JediPilot
        I dissagree with the second one. You don't need to keep SL alive while on defense because you are DEFENDING a point that everyone can spawn at. Also, I dissagree with having 2 medics in ANY squad, but that's just me.
        This isn't always true. If your site is overrun and you lose your SL and the flag drops it becomes a simple battle of attrition. If the other squad keeps their SL alive they WILL obtain full control of that base as they have the ability to continually re-spawn whereas the defending team will no longer have an available spawn point and no SL.
        Diplomacy is the art of saying "good doggie" while looking for a bigger stick.

        Comment


        • #5
          Re: Defence Squad strategies - Discuss here

          Originally posted by JediPilot
          remember we're on URBAN defense here, we need the explosives and concentrated fire for the narrow alleys and tight streets.
          --JP
          This only applies to certain maps. They are not all urban environments.
          Diplomacy is the art of saying "good doggie" while looking for a bigger stick.

          Comment


          • #6
            Re: Defence Squad strategies - Discuss here

            "Like most, i tried my best to find the proper combination of firepower for a Defencive Squad, set in a semi or full urban environment. Came up with this: "

            Well, this is quoted from the topic creator, he was talking URBANish maps.

            Anyway, it is my opinion that if a pushing team managed to get all the way through your defenses AND take the flag ALL WHILE UNDER FIRE, then your defense has failed. There are exceptions, certainly, and I guess it depends on what size of a base you're defending. My suggestion was that they never make it this far. If they are capping the flag, then AT THAT POINT, SL becomes more valuable, yes.



            --JP
            --JP

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            • #7
              Re: Defence Squad strategies - Discuss here

              Originally posted by JediPilot
              support to blow the crap out of guys with their machine guns but most importantly to keep the medic stocked up on medkits to toss around and to give the squad unlimited grenades and the engineer mines.
              Am a medic 80% of the time, and medkits regenerate by themselves, at a slow rate. You can toss out 2 of them, then wait for about 20 seconds for the next one. No need to get re-supply from a support guy.

              ABPositive

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              • #8
                Re: Defence Squad strategies - Discuss here

                Originally posted by JediPilot
                "Like most, i tried my best to find the proper combination of firepower for a Defencive Squad, set in a semi or full urban environment. Came up with this: "

                Well, this is quoted from the topic creator, he was talking URBANish maps.

                Anyway, it is my opinion that if a pushing team managed to get all the way through your defenses AND take the flag ALL WHILE UNDER FIRE, then your defense has failed. There are exceptions, certainly, and I guess it depends on what size of a base you're defending. My suggestion was that they never make it this far. If they are capping the flag, then AT THAT POINT, SL becomes more valuable, yes.
                My mistake, I must have skipped that part of the original post.

                I tend to be a sneakier player that will move around a flag and pick off a player here and a player there, so my personal orientation in the game is what leads me to want to keep the SL alive and re-build the squad to take over a flag quickly after a failed defense.
                Diplomacy is the art of saying "good doggie" while looking for a bigger stick.

                Comment


                • #9
                  Re: Defence Squad strategies - Discuss here

                  A little offtopic, but I find spreading out is the key. The enemy commander will most likely arty the base before the troops move in. If your all camping in close proximity, Boom and the entire squads dead. Your red dots will look real pretty for the commander on the map if your all bunched together. I agree with Aphosis as well, keeping the SL alive should be on the top of the list.

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                  • #10
                    Re: Defence Squad strategies - Discuss here

                    Originally posted by RedOak
                    Note that a Sniper could also be used, especially for its very effective Claymores if for exemple, installed around the flag base for sneaky enemy bastards... And if there is an elevated location from where the Sniper can easily spot incoming traffic.
                    I'd actually swap the ENG for sniper, unless your squad has a "Hoke." If keeping the APC/Helo alive is a priority, then you need an engineer.

                    In my experience, the mines are less than successful in dealing with armor. If you need anti-armor, then get a second AT.

                    Otherwise, a sniper that thinks like a sniper, and not a SF, can be a real asset. There is always a point where the FOV gives a sniper an advantage spotting threats. Intel is essential.

                    But claymoring a flag? Not good. Even when you announce you did it, someone on my team always runs up to the flag anyway. TK city! :icon_lol:

                    Comment


                    • #11
                      Re: Defence Squad strategies - Discuss here

                      Originally posted by ABPositive
                      Am a medic 80% of the time, and medkits regenerate by themselves, at a slow rate. You can toss out 2 of them, then wait for about 20 seconds for the next one. No need to get re-supply from a support guy.

                      ABPositive
                      I knew they regenerated, but didn't know how fast. So, out of interest, CAN the support actually restock medkits?

                      Also, on heavy defense, I need those grenades flying while my gunners chew the crap out of guys, so Support is what I want here.

                      And, yes, if you lose the flag, then of course SL protection becomes more important, but if the flag's still there, don't worry too much about it. If you have a choice btw grenading like 5 guys or saving a SL who can respawn 20 feet away, get the guys. Its all at your own discretion anyway. I'm never saying DO NOT EVER revive, I mean use your discretion and realize there *is* a spawn as well.

                      Anyway, wehn I speak of mines, I don't mean 6 feet away from where we are, I mean further down. Obviously mines do no good if the tank can pull right up and blow us to smitherines. IMO, putting mines at the flags is dumb.

                      This is just how I feel I'd like it to be done. Each SL has his/her own way of doing things. I want the heavy grenades and double support miniguns giong off. REMEMBER I said *if* you don't have enough room to run down the road to re-mine the area, then swap engineer for AT.



                      --JP


                      EDIT --> Plus, my whole plan is NOT to let the flag go neutral, otherwise I'd consider my defense a failure, which it was.
                      --JP

                      Comment


                      • #12
                        Re: Defence Squad strategies - Discuss here

                        As far as adding a second medic to a squad I would definitely say the SL is a good choice. It can dramatically help his survival as a spawn point. If at any time he is taken down then any other player nearby can grab his kit and revive him with it. Be carefull when doing this to make sure that whatever killed him is either dead or heavily suppressed - i see far too many medics still just leaping out, reviving and giving some guy 2 extra kills while accomplishing nothing.
                        Combat is very simple, there is a first place and a second place. Second place is laying face down in the mud...sometimes, so is first place.
                        [age-c1]
                        [eng][air]

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                        • #13
                          Re: Defence Squad strategies - Discuss here

                          Why no SF? The satchels can make a good corridor through the mines for friendly vehicles. You can also cover the flag area which limits the attackers' choices. Since you don't have to detonate them as long as they're still there you can keep it risky for them to try to capture the flag. They may decide to try to send in a sacraficial lamb to capture the flag but that will be easier to stop then their entire squad. If the majority of the squad moves in then detonate the C4 and then counter-attack. With most of his squad dead you have a good chance of killing the SL and forcing them to respawn at a base.

                          My philosophy on base defense is that you don't have to kill them before they reach the flag, you just have to kill the ones that do.

                          Comment


                          • #14
                            Re: Defence Squad strategies - Discuss here

                            In my very limited experience as squad leader (2 whole maps), I find support is a useful kit for SL. You need to hang back a bit for a spawn point for your guys, but you can at least be somewhat helpful by laying down some pretty nasty covering fire while your guys are assaulting an objective.... It seemed to me that was the best way I could help the rest of my squad....

                            Just my .02.

                            Comment


                            • #15
                              Re: Defence Squad strategies - Discuss here

                              SF are not very good because the Detonation of the C4 is dependent on the SF being alive. In the case of a defensive position, there's lot of dying to be expected, and possible outnumbered odds. The more firepower and the more 'set and forget' detonation devices is better. You want to cover as many entry points as possible. Having a player only watching one entry is not good enought in Urban warfare.

                              That's how i think anyways.

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