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Convoy tactics/tips - Insurgent Maps, etc. [WIP}

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  • Convoy tactics/tips - Insurgent Maps, etc. [WIP}

    Please feel free to contribute to this, it is a [WIP].

    I will post when I have sometime hopefully later today or this weekend.
    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: Convoy tactics/tips - Insurgent Maps, etc. [WIP}

    Im not playing PR at the moment but my basic contribution would be to avoid a blob formation.

    Coordination and backup = good, fish in a barrel = bad


    Assume a suicide car is round the corner always, he can get one vehicle but try to avoid losing all at once




    I'd like outriders in humvee or something fast and expendable, scouts for the main convoy

    Just basic tactics like that, build up layers of the formation till every flank is covered hopefully


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

    Comment


    • #3
      Re: Convoy tactics/tips - Insurgent Maps, etc. [WIP}

      Spacing between vehicles.

      Infantry dismounts on the ball, move fast, in and out.

      Never get hung up in one location for too long, makes it easier for the enemy to organize some sort of attack on your flanks/weaker points.

      Assigning angles of overwatch; someone's got to watch the rear too, ya'know.

      Know when to withdraw; when your job is done and you've finished the cache in the area, don't stand there and pick off the stragglers - mount back in and move out to prevent unecessary losses.

      ...and like Sabre said, a roaming death squad of scouts mounted in fast moving vehicles is always nice.

      | |

      Comment


      • #4
        Re: Convoy tactics/tips - Insurgent Maps, etc. [WIP}

        Blitzkrieg is a convoy formation afaik

        [media]http://www.youtube.com/watch?v=bxRCHAQhuNU[/media]


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

        Comment


        • #5
          Re: Convoy tactics/tips - Insurgent Maps, etc. [WIP}

          needed things for a convoy:

          TS must have for sqleaders (own TS channel for sql)

          a Leader in the field (if possible the stryker sql) (yes i know cougar....)
          humvees covering the back and flanks
          Logistic squad sticking with the stryker / build fb
          heli for intel
          Commander give markers, reports, can talk to sql who are not in ts, but the co is not leading, he is far away from the fight, only helps the team, gives advises (where to rally up, LZ, can mark spotted caches for others, ...)

          squadmembers has to hear what sql says, when he wants to mount up, dont waste time.



          | | | |

          Comment


          • #6
            Re: Convoy tactics/tips - Insurgent Maps, etc. [WIP}

            Expanding on convoy security:

            Probably a minimum of 3 humvees, but 4 would be best. Each humvee needs to maintain sector security.

            Here is the convoy order

            H1
            H2
            TT1
            TT2 (optional)
            LT
            H3
            H4

            H = Humvee
            TT = Troop transport (humvee or flat bed duece and a half)
            LT = Logistics truck

            H1 sector: Forward to 90 right
            H2 sector: Forward to 90 left
            H3 sector: Rear to 90 right
            H4 sector: Rear to 90 left

            * Right and Left is in relationship to the convoy and it's direction of travel, not the .50 gunner right or left

            All humvees should be offset as much as possible to allow both to fire directly forward or rear. Gunner must not have tunnel vision.

            .....H1
            ..H2
            ...TT1
            ...TT2
            ...LT
            .....H3
            ..H4

            By assigning and maintaining sectors, you essentially have 360 coverage of the convoy as it moves to it's objective.

            "You milsim guys are ruining the game."

            Comment


            • #7
              Re: Convoy tactics/tips - Insurgent Maps, etc. [WIP}

              I find that a rear guard is the most overlooked but the most important element in a convoy. Infantry make pretty a pretty poor rear guard on their own, strykers are the best asset for this role. I remember running a stryker with an inf squad on ramiel. I instructed my gunner to look at our 6 o clock at all times (unless told otherwise). We killed some bomb cars and plenty of technicals. I've also seen my entire infantry squad ripped apart because the guy I instructed to continually check our rear simply kept running up in front. Insurgents are sneaky, they are more likely to attack from a flank or rear as opposed to going head on.

              Comment


              • #8
                Re: Convoy tactics/tips - Insurgent Maps, etc. [WIP}

                In line with dispo's post, the 2 Humvees in the front is a good way to really bring some force when rolling out with the convoy, I like to put the logistic trucks towards the rear, or even if they are more in the middle I tend to feel a bit more secure if there is a 50 cal humvee in front of it, just in case the support trucks take some overwhelming fire in the begining.

                The looking left, looking right and forward positioning is also very necessary and is something that I have overlooked the last 2 times I have commanded on the Ramiel 16 map size and I will definitely enforce that the next time I have the chance to command and play on the map.

                Designating the squads to keep their gunners in the .50 cal seat is also very important. This is very helpful when going through the city and on the initial approach towards a cache.

                Also spacing out the humvees when the convoy has stopped is important, not having everyone bunched up, is crucial especially when exchanging gunfire, there is nothing worse than having a traffic jam when the bullets start whizzing by, it only leads to failure, and loss of transportation and confusion then sets in very quickly.

                Upon assaulting/doing the initial search for the cache the convoy should be spread out, support trucks should be placed in area's far from the action but close enough so when regrouping is necessary they are easily attainable, same goes for the transport humvees.

                Even if there is a logistic truck that needs to RTB, or a support truck/transport humvee, i tend to give those trucks an escort, that way if they make it back to base safely they can re-enter the city safely and link up with the rest of the group or meet the group at the next area of operations.

                The spacing between each vehicle is important as well with the roll out, 10 meter spacing or up to 20 meters also helps in the event Mines or IED's are tripped or set off, thus limiting the amount of destruction/deaths and then allowing the convoy to keep pushing through if there are no survivors.

                Also if you are the CO setting up waypoints is a good suggestion as well, so everyone is on the same page, and so if you come to a road know which way to turn, which way to look and if the road is blocked you can give a heads up and the group can move out accordingly without chaos ensuing.

                When setting up a FB in the hills, I was given a great suggestion by cougar on Saturday to place the .50 cal humvees as stationary emplacements, having their sides exposed and the rate of fire used accordingly as a way of suppression and allowing the soldiers on foot to then move into the city.

                It is important to also keep a eye out when moving around the city and through it, making sure not to go so deep within the city and risk being cut off with no safety in sight, and also if a unit's RP is down and they respawn at the main or if squad members accidentally respawn, making it so you don't have random players taking vehicles out of the main and risking further harm than good.

                It takes practice, but having the .50 cal humvees at the front and at least 1 or 2 in the rear only increases the rate of survival and cohesion within the group.

                Mcgann, what formation did you have 2 weeks ago with Ramiel 64? Was it 2 strykers in front or 1 in front with a .50cal humvee behind?

                How to disembark the humvees/provide necessary security:

                - Make sure to have a designated gunner.
                - SL covering left side front/NW
                - Squadmember covering rear looking right/SW
                - Squadmember on the other side covering right front/NE
                - Squadmember covering rear/SE

                ^this is just the basic if you are entering the city going north, it shouldn't be too hard to understand which way to look if you are going east, or south or west.

                The support truck and the transport humvee's offer a bit more security due to the amount of extra bodies are allowed for transport.

                - Having 3 men to a side works very well, just as you would if you were assigned a stryker, to men on the left and right side in the front, 2 on the rear and the men in the center looking left and right, having a saw gunner deployed and looking down a open street also helps. I like to have the ACOG riflemen on the front or a ACOG Rifleman in the center but everyone has their own ways to interpret this.

                Your Squad should then call out targets, and engage appropriately. When assigned to a stryker it is imperitive for the SL and the driver and or the gunner of the stryker to be in the Same TS Channel that way you don't have to rely the info of enemy troops/rpg's being sighted to the CO and then have the CO rely the contacts to the stryker driver/gunner.

                ^ The above worked perfectly 2 weeks ago on Ramiel when Cougar was a stryker my squad was assigned to and Mcgann was the CO, though Cougar probably was getting annoyed at me telling him where all the contacts were at least being the SL when you say a contact is at NW 345 the driver doesn't have to over compensate the bearing due to you being right next to him (same with the rest of your unit, the stryker gunner or even humvee gunner will have a better chance of exchanging and neutralizing the target with less fear of hitting friendlies).

                As with every convoy/infantry unit in a urban landscape having at least 2 medics per squad is the most crucial part, but we all know this already.

                It is important for the .50 cal gunners to use short bursts, the wait for a gun to de-overheat is much longer and will only leave you more vulnerable to enemy RPG's/AK fire, also when reloading be in the crouched position so you don't get hit without any bullets to shoot back.

                Dispo brings up a very good point with having 2 .50 cal humvee's in the rear.

                Scenario: Convoy that was leading the way now is tasked with being the rear guard. Now instead of having the humvees switching position as they would in the main base, the convoy can do some quick 3 point turns and be on the move without having to worry about the front being exposed or the rear being vulnerable, its the ol' texas two step exchange, the guys in the rear become the pointmen and vice versa.
                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


                • #9
                  Re: Convoy tactics/tips - Insurgent Maps, etc. [WIP}

                  One other thing I forgot to post is that with 4 humvees staggered and maintaining assigned sectors, the convoy can always bring 2 .50s to bear on any threat to the convoy no matter where it is located. That allows effective suppression and firepower while still maintaining security on the other 180 degrees of the opposite flank. Discipline is key; you cannot have the humvees assigned to an opposite sector turn to face the opposing threat once the convoy opens up on it. They must ignore the fire from their teammates and continue to provide overwatch and security on their assigned sectors.

                  "You milsim guys are ruining the game."

                  Comment


                  • #10
                    Re: Convoy tactics/tips - Insurgent Maps, etc. [WIP}

                    That is very true dispo, and comes with lots of practice, you can't automatically assume that the fire that one squad is exchanging automatically means that your squad/humvee is threatened and now you have to get into the fight, because the minute you leave your sector there will be enemies who will now be attacking you from behind.......

                    Discipline is the key, and its very interesting to see how players still say that they are "bored" and "why do they have to be in the convoy", when their SL's are happy that the teams KDR is way low and medics are able to revive players without being shot in the process.

                    It really is all about discipline and practice and utilizing the convoy this way in Ramiel and with convoy's in general.

                    Also, if you are a SL notify the CO of contacts that are around or near your sector, that way if you need to move out the CO will be able to direct you and have a squad/humvee cover your previous position, and so a sector will not be left unguarded.

                    Also do not move without letting the CO know, from previous experience as CO it is frustrating to see when you are focusing on one area of the map where 90% of the team is and you zoom out and notice a squad has moved up in a complete different area than where the team is, and as a SL you did not communicate in TS or on Comms with the CO, you might think its a good idea but it can be frustrating and sometimes detrimental especially if you now have a vehicle that is unable to be utilized by the rest of the team.

                    **If a FB was set up and is no longer needed demolishing it like on any other map will not lose points for your team, and if you come under mortar fire alert the CO immediately that way he can demolish it before it is destroyed and you don't lose points for the destruction of the FB.

                    I have had similar experience with the use of heavy Armor being used within the convoy in Al Basrah, but not with Karbala, anyone have any experience with a convoy in Karbala or other maps, maybe some AAS maps?
                    Last edited by Delta*RandyShugart*; 02-23-2009, 01:32 PM.
                    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


                    • #11
                      Re: Convoy tactics/tips - Insurgent Maps, etc. [WIP}

                      *Bump* Anyone with IWS Tactic/Tips Experience please feel free to post.
                      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

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