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USMC Organization Inf Insertion/Attack LB role on Zatar Wetlands.

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  • USMC Organization Inf Insertion/Attack LB role on Zatar Wetlands.

    This is early strategy I have been tinkering with for the USMC side of Zatar Wetlands, and from my own experience of playing the map for the first time on the USMC side last night Jan 22nd 2007 on the TG server.

    Now I think for the most part it was the first time that the majority of the people on there (myself including) played the map. There is an abundance of Attack LBs, and Seahawks for quick insertions etc. (and it showed with formation of only one Seahawk squad and early confusion)

    LZ 1 and LZ 2 are important points for the USMC's to take, I believe setting up the CP on the carrier is a smart idea, though i might be wrong, but if u take those two LZ's support trucks will spawn as well?

    But, on a map like this, I feel that it is important for there to be almost two attack LB squads and 2 seahawk squads, and or 2 transport and 2 LB's should be in each squad.

    (on kashan this can be one squad, due to the fact that their are 2 seahawks and i believe 1 LB)

    I.E.

    SeaHawk and Attack LB1
    2 SH
    2 Attack LB

    Seahawk and Attack LB2
    2 SH
    2 Attack LB

    SeaHawk 1
    2 - SH

    SeaHawk 2
    2 - SH

    Attack LB 1
    2 attack LBs

    Attack LB2
    2 attack LBs

    But the thing I want to stress is that both SL's of either the two seahawk squads, the 2 LB's squads or the two combined, all have working mics. and or if needed an engineer on each SH to help with the slow but steady repair while dropping off or extracting. (this is a minor suggestion.)

    With my experience last night, things could have went much smoother had this sort of organization had been coordinated (i like having the timer on a map like this longer than 2.5 mins but if it can't be changed then 2.5 mins or 3mins is perfect) setup, because after that, getting a squad for mech INF and or 2 APC squads to ferry soldiers to both LZ's to cap and set up bunkers/FB can be easier.

    Now, LB's need to know that early on IMHO they are to provide an escort for the SH's to their respective Drop offs, whether it be the two LZ's or others that are setup above the airfield or on the runway or near the village etc.

    I think that after some initial escorting of the SH's for drop offs, the LBs, should sweep the area of the flags that the infantry will be advancing on next. - Sweep and Clear.

    **Important for destroying of enemy support vehicles/infantry in the AO
    *destroying of vodniks,
    *destroying/severely crippling enemy APCs with rockets
    *killing/critically wounding MEC soldiers on the ground and or in the nearby areas.


    I want to continue, but I also do not want to completely lose everyone who might read this, please feel free to comment. and or let me know what could be tightened up and or if i am on the right track.
    Randy = Ace ! - Warlab
    Level II Volunteer FireFighter
    Level I HazMat Technician
    NYS EMT-B
    Town of Mamaroneck Fire Dept.

    sigpic




    Bring On Project Reality 1.0!!!
    RSS Feeds:Bamboo | | 9/11 - Never Forget |
    Apophis - "TG was created to cater to a VERY specific type of gamer rather than trying to appeal to the greater gaming population.
    Tactical Gamer is not mainstream.
    We are not trying to attract mainstream gamers."


  • #2
    Re: USMC Organization Inf Insertion/Attack LB role on Zatar Wetlands.

    Originally posted by Delta*RandyShugart* View Post
    organization coordinate
    This is alot to ask of a pub team.

    The MEC advantage is firepower and a headstart

    The USA advantage is speed / mobility


    The attack littlebirds are too weak, dont rely on them. That leaves 4 blackhawks and 5 flags to capture after the 2x LZ are taken in the same way as any normal map

    SOP for the blackhawks should be to take off and reach 200 alt then use the edges of the map to proceed to the southern end of the map. From there assault the 5 flags seperately, do not let the vehicles travel together at any point

    The squads should attack seperate flags independently

    Do not assault as a conventional force in a line & avoid the two main roads leading from the LZ flags


    The only CO who could put this into practise would be an admin imo because you will have to kick someone off for failing to follow orders every 5 mins.
    Its like second nature for a pub player to want to walk forward in the shortest path possible and fire a gun at enemies and that is a failure on this map especially


    Originally posted by Delta*RandyShugart* View Post
    *killing/critically wounding MEC soldiers on the ground and or in the nearby areas.

    Taking out manpads would work






    USMC Vehicles

    * 1 x JDAM Area Attack Commander Asset (60 minute respawn delayed)
    * 3 x AH6 Littlebird (10 minute respawn)
    * 3 x UH60 Blackhawk Helicopter (5 minute respawn)
    * 6 x LAV-25 APCs (10 minute respawn)
    * 4 x Humvee TOW (15 minute respawn)
    * 4 x Supply Trucks (5 minute respawn)

    MEC Vehicles

    * 4 x T-90 Tanks (45 minute respawn delayed)
    * 4 x BTR-90 APCs (10 minute respawn)
    * 8 x GAZ Vodnik (No respawn)
    * 2 x Supply Trucks (5 minute respawn)


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

    Comment


    • #3
      Flanks

      The idea here is to setup more then battlefront, captialising on usmc strengths of mobility over MEC


      [media]http://i26.tinypic.com/xfp4ig.jpg[/media]

      This was not a popular idea, after I resigned the following commander blew them up. He placed a more conventionally located firebase at E45 which was attacked and destroyed.
      A good compromise might be to place a firebase at H35

      [media]http://i29.tinypic.com/fp88xc.jpg[/media]


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

      Comment


      • #4
        Re: USMC Organization Inf Insertion/Attack LB role on Zatar Wetlands.

        Saber good call, the more I play this map, the more I realize that in reality you only need 2 squads if that to go to Landing site 1 and 2. I don't know what the huge attraction to the airfield is, but squads love to take that flag.

        Setting up a CP and FB in that area, is the key, and the MEC will be focused on setting up shop at farm, center hill, airfield and the north hills that you can in theory sneak in and gain a bit of ground early on.

        Now.......getting squads to commit to this is the interesting part. I have done it once as an SL (its also nice bc the cap radius of natty gas is huge), but as a commander I have yet to see a squad set up an rp and keep it there while trying to cap natty gas etc.

        It is something to try out and I think would be a worthwhile risk.
        Randy = Ace ! - Warlab
        Level II Volunteer FireFighter
        Level I HazMat Technician
        NYS EMT-B
        Town of Mamaroneck Fire Dept.

        sigpic




        Bring On Project Reality 1.0!!!
        RSS Feeds:Bamboo | | 9/11 - Never Forget |
        Apophis - "TG was created to cater to a VERY specific type of gamer rather than trying to appeal to the greater gaming population.
        Tactical Gamer is not mainstream.
        We are not trying to attract mainstream gamers."

        Comment


        • #5
          Re: USMC Organization Inf Insertion/Attack LB role on Zatar Wetlands.

          I was asked to add these to this thread so here it is...

          Zatar Wetlands: Air Tactics.

          onemanwreckingcrew, myself, fligsnurt, R.M.S.13 and a few others did this to mixed results depending greatly on the team organization.

          We were able to do a few strategies that were very effective and would be ideal for a team that is organized enough to move up and take forward points. I have modified a couple to take advantage of current .756 benefits.

          1. King of the Hill

          Strategy: Securing central area that can be defended by 2 Squads easily. Control central airspace and ability to move about the map. Slows down advancement of MEC forces drastically. This allows Airstrip and Village to be taken as well as Oil Refinery.

          Forces: Blackhawk with one Pilot, one SL, one Heavy AT, one Light AT and 2 Engineers. Ideally pilot will be on TS to speak with Squad Leader and you can add another Engineer or a Marksman into the squad.


          Tactics: Blackhawk and crew fly to Center Point Hill immediately. Backhawk drops of squad and supply box.
          Engineers set mines on all entrances up to hill. Place C4 and blow all TOW emplacements. They then rearm on supply box. HAT and LAT fire on incoming armor and APCs also resupplying from supply box. Pilot immediately leaves the area and goes back to carrier to recharge supply box. Comes back and drops second supply box. Flag should be captured by then and you drop a bunker. Center spawn area on map and ability to take out all armor traveling near the hill. All TOW emplacements respawn after a bit as USMC and you can man those as well. You also have a nice central AA emplacement to take out all helicopters in range.

          Effect: If all western cap points are captured and if Village and Oil Refinery are defended correctly you then have an advancing offensive force that can attack Natural Gas Station without worry of losing rear flags. Farm is useless unless all other flags are taken and all USMC forces can concentrate their entire strength on keeping MEC in their mainbase. Repeated attacks on Farm at the beginning of the round serve to only draw minimal forces to it or delay MEC coming out of main base momentarily. Rarely has a single squad been able to do any significant damage while defending Farm.

          2. Air or Fast Vehicle Sabotage mission.

          Strategy: To slow down US or MEC advancement by destroying bridges and placing mines on all land bridges. This operation needs to be done quickly and immediately upon map start and requires an extremely organized squad or two squads.

          Forces: Blackhawk with pilot, one SL, one HAT, 3-4 Eng. Same configuration for MEC with Vodnik as transport.

          Tactics: Travel quickly to forward travel areas placing C4 on bridges and blowing them and placing mines on roads or ground bridges across rivers. Resupply done from supply box on Blackhawk or arms caches from Vodniks. This tactic is easier for US as they only have 2 bridges and 2 land bridges in forward areas to take care of. The MEC has 3 bridges and 3 land bridges to take care of. US areas to destroy/mine are the land bridge leading from Natural Gas Station to Center Hill and the Bridge from Natural Gas to Center Hill. Also the land bridge from Farm to Center Hill must be mined and the Bridge leading from Natural Gas to Oil Refinery that is South of Center Hill. MEC have to destroy both bridges from Village going west and the Bridge coming South that is north of Center Hill. As well as mine all land bridges in those areas.

          Effect: By doing this you slow down all advancement outside a certain area. You can then contain the enemy to a certain area of the map. You will not be able to contain APCs as they can swim but all other vehicles must go these routes. Swimming APCs are very slow and should be easy targets for HAT and Armor that come later on.

          Both of these strategies are not guaranteed and may or may not succeed depending on skill and organization of either team. It requires quick action, great organization of the operational squad as well as quick advancement of each team. Center Hill may be held if Bunker is successfully built and at least two squads are defending it. It offers the team a bit more time to move up. The same strategy could be conducted by MEC team with Vodniks however they must be followed up by a Command Truck. The effect is the same either way. Control of air space and jumping point for attack on either side of the map. Sabotage Operation is less likely to succeed with intelligent skilled players on the other team. If they are quick they can prevent this tactic forcing your sabotage team to retreat to Center Hill and attempt the first strategy listed or to booby trap traveled areas closer to Village and Oil Refinery.

          Quick reaction and having a Plan B is needed in these strategies. Only well organized squads and/or training in these tactics multiple times will result in beneficial outcomes. Your normal pub game with the common disorganization will most likely not take full advantage of these tactics and will only serve to piss off the squad attempting these.

          3. Air Cavalry Insertion

          Strategy: Capture and Securing of CPs behind enemy lines via quick insertion of Squads utilizing extremely high altitude travel or low flying on the edge of the map. This strategy requires an extremely good pilot and good timing on the squad.

          Forces: Blackhawk with a full balanced squad. Must have AT and Engineer capabilities. Ammo and Medic insure independent operations. Spec Ops or Marksman may be effective as Spotter for squad. Blackhawk pilot is not in the squad and should be communicating with SL via TS.

          Tactics: Load up a Blackhawk with a full balanced squad. Recon Heli does a fly by on any CP in the rear that is under enemy control and confirms little to no defense. Important to make certain there are no armor or APCs in the area. Air Cavalry flies in undetected and quickly unloads squad. It can then offer gunship support or immediately leave after dropping Supply box close to CP area. Squad places Rally Point and moves in and takes CP. Engineer immediately places mines at entrances once all hostiles are removed. HAT/LAT takes position for best shot at most likely entrance enemy will enter. Spotter takes position making certain no armor/apcs/vehicles sneak up on CP.

          Once CP is taken another Supply Drop could be done to build Firebase/Bunker if need be. Or defense can be attempted with the one squad. Other option is immediate extraction on taking CP. Blackhawk returns after a quick Recon with Littlebird, picks up Squad and they extract to another CP or wherever.

          Effect: Not only is this really exciting when we did it but it drew attention away from other locations usually by passing Armor/APCs or by lone Vodnik squads.

          Personal Experience: We usually were able to take out any one vehicle easily with one squad. Our best outcome was destroying 2 Vodniks with their squads, 2 Armor and 3 APCs during the course of a single game. We were able to get a Command Truck to the location and build a Bunker. With another squad we were able to keep Natural Gas Station for a majority of the game this way. The rest of the MEC team was too busy keeping Center Hill instead of helping out on rear flags. Result the USMC won the round with over a hundred tickets by taking Airfield, Village, Oil Refinery and Natural Gas and leaving the MEC Center Hill and Farm. A bunker was located at Natural Gas and Oil Refinery. Firebase were located just north outside Village and north of Center Hill behind that hill across the northern bridge.
          .
          "Young gamers assault while Older gamers flank."
          "When fascism comes to America it will be wrapped in the flag and carrying a cross." - Sinclair Lewis

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