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Combined assaults with specialised squads

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  • Combined assaults with specialised squads

    Tonight on Al Basrah, we had a 3 (4?) dedicated squads : A10, UH60, Armour and Flag cap.

    Initially, my entire squad got taken out by the A10 squad. I haven't spoken to the pilots (they're still standing in the corner and not allowed to talk), but my guess is this : they didn't look at their radar, there were bad guys being painted all over it, and they didn't think before firing.

    We had an issue where 60 pilots were picking up some of the squad they were sent to, but then taking off whilst there were clearly more people waiting for pickup. Certainly with my squad, they didn't know where I wanted to go, because I failed to relay that info via the CO.

    The armour squad didn't tell anyone it was there, and it was only 10 minutes before the end of the round that I think we even had one.

    The only solid link in the chain of communication tonight was the CO. Removing the people from the equation, and just focusing on the roles, I think we need to slow things down a bit, and take the time to give clear instructions, particularly when they're being relayed through the CO. That's down to the SL's of the infantry squads.

    The A10's need to know when to abort (the TK'ing of my entire squad was a harsh lesson, and we learned it quickly!). They also need clear guidance on where ground units want them. In hindsight, that's a probably use for the Officer kit smoke grenade.

    The helo pilots need to know where to pickup, if the LZ is hot, they need to know where they're going with the troops they extract. We need some method of communicating when to go. It would be nice if everyone on a chopper was automatically put on the birds intercom, but that ain't likely to happen. One thing I tried, was standing in front of the helo, so the pilot could see I was covering OUTWARDS watching for bad guys. There's probably a better solution.

    The ground units need to know that there's organised armour support. And finally, the ground units need to think before requesting kits, listen carefully, report contacts especially with the comm rose, and they need to be thinking flag capture > kills.

    Share your thoughts on how we can improve tactics that rely on a number of specialised squads.
    BFCL TF2 league admin

  • #2
    Re: Combined assaults with specialised squads


    I will be writing up a four man squad this weekend.

    I would tell you, but it's a secret. Hehe.


    With time, more and more players will understand that becoming more mechanzied in the beginning minutes of the battle will pay off big time later.


    I know I have some tactics laying around here on some of this stuff.

    /Ric goes to his libary to hunt down some stuff.


    Edit: Here is a similar thread. it is with the .4, and some still applies.
    Last edited by Rick_the_new_guy; 02-15-2007, 09:23 PM.
    (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:


    • #3
      Re: Combined assaults with specialised squads

      Inspired by Root’s post, I set my mind on writing a piece regarding my ideas on combined arms while attacking.

      Al Basrah is a good example to use since it has a good number of assets for the USMC, while the Insurgents get….well, not so much. In other words, it is a good map to l e a r n to use combined arms.

      Let us start with the structure of the USMC, as I see it.

      Commanding Officer (CO)
      The main task is to come up with the overall strategy and to coordinate the squads. I think that most people is aware of what is expected of a CO.

      Squad 1 – Air-transport
      As I see it so should this squad consist of 6 players, including a SL that does not fly. The soul task of the SL in the squad should be to keep in contact with the CO and the other squads regarding pick-ups and drop-off’s. It would also be recommended that each of the choppers have at least on gunner, since the minigun can provide excellent firesupport at LZ’s. Worth mentioning could be that the Cobra’s wont be in this squad.

      Squad 2 – Air-attack.
      Quite obvious. The A-10’s and the Cobra’s can be a supreme weapon when used in support of ground forces. All crafts should be fully manned. The problem here come with the SL, who can not really be efficient if he´s flying around in a plane or Cobra. Again, the priority for this SL should be to listen to instructions from the CO or requests from the ground forces regarding air-support. If a request for air-support come in, the SL will simply assign the assets under his command to the task. Or respond w h e n support can be issued. One option for the SL could be to fly around with Squad 1 in order to have a good picture over the battlefield and being able to judge for himself where the help of his squad in most urgent. An other vital aspect is also that the A-10’s and the Cobra’s doesn´t go off to do their own thing. They should either be on mission [assigned by the SL or in a holding pattern]. Unless on mission, either asset should be in such a position that they can strike almost immediately.

      Squad 3 – Armour
      All amour in the same squad, manned to be efficient. This squad is to always operate together for maximum efficienty and firepower. A squad like this can of course operate in three different ways:
      1) As a stand alone squad used by the CO to solve tasks of its own i.e. an armoured strike into a specific target area without infantry support, and not in support of friendly infantry. I would personally not recommend though for armoured squads to operate on their own in urban terrain, but it is still an option – especially for rural areas.
      2) As an armoured transport-squad, working rather similar to the heli-squad, in special cases to drop of an infantry-squad in a certain location and then move on [perhaps to option 1].
      3) As direct fire-support to the friendly infantry when they attack. A number of tanks and Apc’s, firing from 250-300 meters into a target/group of buildings can be very effective in pinning down any enemies, hence also preventing them from firing too much on friendly infantry.

      Squad 4 – 7 (depending on the size of them) Infantry
      To be used as infantry-squads most commonly do. Capture flags and terrain. Defend flags and terrain.
      Not going to mention more about what infantry does, because we all more or less know its use.

      Now, lets continue with the example at Al-Basrah and use the village as the primary target. The village is very easy to coordinate an attack against, and I am honestly very amazed over that the USMC have such difficulties in taking that flag in the games that I have played.

      Phase 1)
      The team squad up according to the explanation above.

      Phase 2)
      One infantry-squad gets into the choppers for an air-transport. LZ is some 200-250m south of the village. In other words so are they transported beyond the target. Their primary task is to engage Insurgents moving from the city towards the Village in order to delay them

      One could argue that this squad should be dropped off at the village and cap the flag, but chances are that Insurgents will overrun such exposed flag. Better then to in some cases use airbourne squads to delay the enemy.

      Mean while, the remaining infantry get into the available hummers and together with the armoured squad starts to head towards the village, which now for the sake of argument is under Insurgent-control.

      It is now the coordination of combined arms start and the CO & SL have to start working.

      Phase 3)
      CO order the air-attack squad to run missions on the Village, putting down as much fire as possible all over the place. This is an easy order to give, and an easy mission for the squad to carry out.

      Once the CO have done that so will the next order be given to the armoured squad; form a line formation, about 100 meters wide, some 250-300 meters north of the village. Its cannons and machine guns are to lay down a suppressive fire on the village to cover the advancing infantry.

      The air-transport squad should stay away from the area in order to not risk mid air collisions. The CO can assign them to a holding pattern over the western parts of the city, disturbing the Insurgents with the miniguns.

      These two first orders will amount in the village being under heavy fire and the defenders main concern will be to stay alive, rather than returning fire.

      Phase 4)
      The CO order the infantry-squads to advance from basically the position the armour-squad is. If possible, smoke can be used to cover the advance. The CO can of course in detail order exactly where each squad will attack, but the overall purpose is to overrun the village.

      Again, for the sake of argument, the village is now taken. Not to many orders have had to be given by the CO to the squad, and the coordination and phases are quite simple.

      Next task is to move in to the city. While the CO figures out his next move can he just assign the infantry to defend certain locations east of the village, which also will be serving as their starting points for the next attack. Helicopters and planes can return to re-arm and repair. The armour ordered to stay behind the infantry.

      Phase 5)
      The CO decide to make on large thrust into the city in order to gain a foothold. The primary objective is to take parts of the main entry into the city.

      Phase 6)
      The CO marks out a general area for the air-attack squad to attack in order to support the ground forces. The air-transport squad pick up the same squad it carried before to be unloaded well inside the city in order to disturb the Insurgents defences.

      Phase 7)
      The infantry-squads and the armoured squads are informed (text or VOIP from CO to SL) that they are to work together. It is more or less the same kind of simple orders here. The armour is to give the infantry fire-support during its advance. The armour will only move up once the infantry have secured that ground. In order for the armour to be efficient so is it important that the infantry spot and mark out targets for them. The armour can fire without really seeing the enemy – as long as the rounds hit the general area marked out by the infantry.

      This is also equally important for the air-attack squad, but the orders to this squad might at this point be more general, such as “SW corner of G4” etc.

      Phase 8)
      Up until now so have things been fairly easy with almost all squads working towards the same objective. When the squads, especially the infantry, start to split up inside the city so is it important thet the CO prioritize how to use the air-assets and the armour. [Damn, this is starting to sound like a guide for Al-Basrah, which I am in no way competent enough to do…].

      A bigger responsibility now fall on the infantry-SL. They will have to establish contact with the CO, explain what kind of support they need and when. The CO then have to contact a suitable squad to assign the new mission along with the request of an ETA. Once that is done, he can return to the infantry-SL with an ETA. I personally find ETA:s to be important for the coordination between different arms. If, as an example, the infantry get the word that air-support will strike in about 30 seconds, the SL can inform his squad of that and the squad can prepare for their own attack directly after the air-support have been issued in order to strike at the enemy while he is confused.

      But then its also the question of how much support the infantry need. But once again is it up for the SL to present that in his/her request. Example: “I need two bombing-runs in NE corner of E6, east of the tall building”.

      If the CO responds with an “ok”, the squad just have to count the bombing-runs and then attack. If the CO only grant one air-attack, then the infantry have to adjust themselves for that.

      I wont drag this out to much, so I will more or less stop here. But, some important pointers:
      1) Have organized squads.
      2) Have the squads understand that they can not go off to do their own thing.
      3) Always inform the CO exactly what you need.
      4) Always inform the SL what they are expected to do, let them in on the big picture.
      5) Communicate (text or VOIP depending on the situation).
      6) Everyone needs to understand that if things are to be coordinated so will they have to await their turn.

      But on the other hand, why not start a discussion regarding how combined arms can be coordinated to maximum effect and how communication can be handled most efficiently. Please, feel free to add your own ideas.
      The Royal Lifeguards


      • #4
        Re: Combined assaults with specialised squads

        On Al Basrah, if more infantry is needed, ALWAYS ditch the A-10s. Next are the Cobras. I know flying these machines can be really fun, but you should be prepared to attack on the ground if your CO needs you to.
        The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~
        I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~
        Feel free to quote me. ~


        • #5
          Re: Combined assaults with specialised squads

          I do certainly agree with that the A-10's can be grounded, but I would personally have less armour if it ment that the Cobra's could continue flying. Their use is tripple:
          1) Attack-missions
          2) Escort for transport-choppers
          3) Close ground support

          With armour close to useless on Al Basrah, once inside the city, those choppers should have priority to the armour.
          The Royal Lifeguards


          • #6
            Re: Combined assaults with specialised squads

            Once the US gets into the city, cobras are definitely more use than the A10s. As an SL on the ground I'm always aware of where any smoke trails originate. If I can get to those locations then I do. We should probably make it a SOP to report anti-air to the CO.
            BFCL TF2 league admin


            • #7
              Re: Combined assaults with specialised squads

              You know what's entirely NOT useful? Well, let me tell you. It's very much not useful when the CO tells you to stay out of the damn A-10s, and two random people hop in the A-10s anyways. Squad Leaders report that they've ordered them out to no avail; they end up creating one-man locked squads and don't respond to me.
              The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~
              I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~
              Feel free to quote me. ~


              • #8
                Re: Combined assaults with specialised squads

                The tactics are sound however i believe its the excutition thats the problem. A LOT of SLs even in TG (no disrespect) dont have a complete understanding of inf tactics. Ive had quite a few people ask me to either help out at the TGU or write a little guide on Tactics. Now that Im back from the wedding and honeymoon, Im thinking of actually starting on it.




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