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Advanced Squad Tactics: Fire-teams, fire discipline, advanced co-ordination ETC.

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  • Advanced Squad Tactics: Fire-teams, fire discipline, advanced co-ordination ETC.

    This thread is designed for SLs who want to start acting a bit more professional rather than just average. It is to show you advanced squad tactics, while they can be complex and hard to understand, practice with them will shape you into a expert, veteran squad leader.
    *Note that this thread is not intended for new SLs who are learning the basics. You should gain some experience before attempting these tactics. Also, this is mainly focused around infantry leading.

    Firstly, I will go through the 3 S's: Speed, Stealth, Skill.
    As an SL, you know that you are in charge of quite some amount of people. They're depending on you to make the right call and keep them alive as well as well as proving a successful SL in the battlefield. The 3 S's can help you maintain this.
    Speed is simple. It means move fast. Moving slowly gives your enemy a lot more time to react to their changing situation. When performing at a fast rate, you can catch your enemies before they can properly plan and organise against your forces, giving you a grand advantage in the battle zone.
    You don't want the enemy knowing your every move. That gives them an opportunity to plan something against you and possibly catch you while you are not ready for them. Maintaining a stealthy profile will stop this. I do not mean that you should attempt to be sneaky and hide in grass. But rather conceal your movements to the best possible ability, because not everything was designed to be stealthy. Stealth also links to speed, as when you are too fast for the enemy, it's hard for them to track your movements. Remaining stationary is one way for the enemy to gather intelligence on your position.
    This is obvious. The skill of yourself and fellow soldiers can dictate how the battle turns out. We can't always have the most skilled people on our team or in our squad. But we can utilise skills in other things than the typical, such as tactics and insertion, rather than shooting ability for example. There will always be some things we all specialise in. And the idea is that everyone does their best with their best.

    Now let's get into some tactics.

    Fire-teams are like small squads that are within a squad. If you have a 6 man squad, and you decide to use fire-teams, you will most-likely just halve the squad; 3 per FT. Fire-teams require extra management but can benefit you greatly in a fire-fight. If you are attempting to be professional with this, you don't just choose 3 random people for a FT. But rather you split them up with specific kits and roles.
    Here are some examples of FT roles:
    *Assault (Designed to move on enemies to neutralise)
    *Direct Fire Support (Designed to suppress enemy targets)
    *Heavy weapons (Designed to carry out operations with anti-tank/AA weapons)
    *Long range Fire Support (Designed to neutralise enemies from a long distance)
    *Recon (Designed to observe enemy forces and report intelligence on enemy)
    *APC/IFV support (For 6-man MECH-INF squads. Designed to provide cover fire/fire support with APC or IFV weapons platform)
    *Soft-skin support (designed to provide cover fire/fire support with weapons mounted on light vehicles)

    All these are fire-teams within a single squad. And their common objective is to help the other fire-team by performing their duty. The most common and helpful fire-team combo is the assault and direct fire support for a normal infantry squad. It is ideal because when engaged, the fire support FT can suppress the enemy, keeping them unaware of the situation at most. And the assault FT can advance to finish them off while they're keeping their heads down. Use any combinations, but make sure you choose them on the map and your squad's capability and what's suited to what you'll be doing. So if you're playing on an armour map or aircraft map, it might be worth to have a heavy weapons FT.

    This is ROE or Rules Of Engagement. They are meant to regulate what the squad will do when they spot an enemy and/or are being engaged by one. There are 3 codes (taken from the Bf2 SOPs).

    This means that all friendlies under code green are allowed to take every open shot and use their best judgement to engage targets. This is useful when in a hot zone and when you have revealed your presence/you have been spotted.
    This means that all friendlies under code yellow are only allowed to shoot enemies if the enemies engage friendlies or if the soldier believes the enemy has spotted friendlies. This is useful when attempting to sneak near an enemy position/maintain a stealthy profile. Friendlies under YELLOW once spotting contacts should tell the SL what they've seen and seek cover. Remember the purpose of this fire code is to maintain a low profile. So by seeking cover you make sure that the enemy cant see you, helping the purpose.
    This means that all friendlies under code red are not to engage any enemies unless given an order to by the SL even when under fire. It can be used for 2 scenarios. It can either be to more strictly maintain a stealthy profile. Or it can be used as a recon tool that will allow your squad to observe enemies and get into a proper fire position to engage them. Like code yellow, try to maintain the stealth by seeking cover. And make sure you tell the SL about any contacts you spot.

    Co-ordination 0.1; Communicating properly:
    When you have spotted an enemy or are relaying intelligence to friendlies you don't want to sound like a broken record. Speak clearly, speak professionally. You want to keep the message as short as possible and to the point to make sure the receiver is getting all the important information. Don't relay things that are unnecessary, e.g.
    "There's 3 bunkers here, and some guys in them, there's a lot of trees around."
    Many things wrong with that. Firstly, the receiver can check his map for the location, you could send him a grid reference instead. If the receiver was looking at those 3 bunkers, it's very unnecessary to say that because he knows that already. Second, he's going to know there's trees, he's not blind, and trees have no relevance unless there are enemies taking cover behind them or something similar. Saying "some guys" is very un-informative. How many guys? Some is not satisfactory, some might mean 4 to one person and 10 to another. Guys? What types of guys? Try and relay what kits they have and/or what they're doing. The proper report should look like this:
    "There are 3 enemies inside bunkers at G6,kp7. Confirm that there is 1x medic, 1x officer and 1x H-AT in the bunkers complex."
    That provides a great deal of info. How much enemies there is, where it is located, and what kits they have. Simple. Forget what your grammar teacher taught you, you need to get the message across, no time to put in words that aren't needed.

    Co-ordination 0.2; SITREP:
    The SITREP is short for Situational Report. It is meant to provide the tactical situation of one SLs area to additional SLs or the CO. You need to convey a lot of information in a SITREP, but you need to keep it short at the same time, and to the point. I find it easiest remembering it with the acronym E.F.A.R taken from the Bf2 SOPs:
    Enemy presence
    Friendly presence
    Administrative needs (healing, ammo. Can also call for things like CAS)
    Recommendations (e.g. where the CAS Jet should approach)
    Practice with it should get you tip top.

    Co-ordination 0.3; LOCSTAT
    This is short for Location Status. You can use it to tell friendlies where you are via Grid and KP, and where you plan to move to next. It's quite simple to understand, you're just telling people where you are located on the map.

    Co-ordination 0.4; LZs
    When using a helicopter as transport for extract/insert/supplies, you need to make sure it goes to plan. Nothing is worse than dieing upon reaching the LZ in a helo and having to start over again. I will explain it simple for each type of role the helo may perform:

    In a situation of EXTRACT:
    *Tell the pilot where you need to be extracted from via grid reference and KP. Inform him whether the LZ is under heavy fire, clear or receiving light fire. Tell him where you want to go after the extract. Tell him your recommended approach and exit vector (directions to come in and leave from the LZ). Make sure you pop coloured smoke to mark LZ location for pilot and make sure you tell him what colour you have popped.
    In a situation of SUPPLIES:
    *Almost the same as extract, tell the pilot where you need supplies via Grid/KP. Inform him of LZ status (clear, under heavy fire etc). Tell him how many crates you will need. Recommend approach vector/exit vector. Then pop coloured smoke as marker for LZ and tell pilot what colour smoke you have deployed.
    In a situation of INSERT:
    *Tell the pilot where you need to go with Grid/KP. Tell him the recommended approach vector and how to approach (fast and low, mid-alt and mid speed). Inform him whether to drop a crate after insert as well. If you know of the LZ status, inform the pilot so. If the status is unknown, inform the pilot of this.

    Co-ordination 0.5; S.M.E.A.C.:
    SMEAC is a type of planning used by SLs and COs. It presents a large amount of information about a mission that is going to take place. Think of it as a briefing. I will keep it short, you can refer to the Bf2 forums and Bf2 SOPs for further info on SMEAC.
    Situation: What is the friendly presence and enemy presence, what are they doing etc
    Mission: Inform the squad of the primary, secondary and optional objectives in the mission
    Execution: How the mission will be carried out
    Administratives/Logistics: How any administrative support (medevac, ammo resupply) and Logistics will be handled in the mission
    Channels: What channels will be used (e.g. TS, mumble and squad VOIP)
    This can take place at base or after arriving at the destination (arriving in the area allows the SL to better assess the tactical situation which is why some prefer to present SMEAC after arriving at the LZ).

    Co-ordination 0.6; Channels:
    This is not absolutely necessary, but you can inform your squad what you want the squad chat, mumble and such used for. So as not to cause any unnecessary spam that doesn't really help anyone.

    Co-ordination 0.7; Who will be working with you?:
    Figure out who will be supporting you. What type of support you'll get. Whether you'll be on the front or in the rear etc. After you've figured this out remember to keep in co-ordination and up to date with those friendlies. Keeping everyone up to date with the situation on the battlefield can save lives and prevent things like enemies overrunning a friendly flag or destroying an important friendly asset.

    You probably won't believe me if I said I was writing this from the tip of my tongue, but I actually am. I got bored, and like the other 6 posts you've seen it's all because of my boredom. Hope this provides you with some advanced tactics and that you may use them in the battlefield. Or even better, inspire you to make your own. Remember that I take some of my information from other sources like the SOPs and other brilliant threads.
    *Note that I will be including formations into this. When I have some more time.
    Last edited by Berlancic; 06-25-2009, 06:51 PM.




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