Post by Swatz on Apr 5, 2013 22:50:46 GMT -8
Well as we all know and what we face is a dug in enemy and we have only ourselves and the guy next to us to break it. How will we? Well it will be quite simple if we have a platoon's worth of infantry we can break any hold with the right kind of support.
The attack itself will be broken up into four parts and one optional part and can be the key to breaking a defense, because the right tool and the right know how for it are the things that will win these kind of battles.
Phase 1.) Set up
Assuming we have four squads not necessarily full just four squads to work together.
The platoon lead should give each squad it's orders or tell the platoon what is going to happen and what needs to be done, making sure everyone is doing what they have been assigned to do.
Once each squad knows it's role have them ready up for the attack and keep with their respective squad, yes people will get mixed up it is bound to happen but the better people work together the better they play. Remember to have delta squad set up with at least two sunderers to help support the advance. Squad leads should also set up a spawn beacon whenever a beach head has been established for those who fell in the charge.
Phase 2.) Spear movement
Alpha ~ Spear Head
Primary: Charge and establish beach head for each movement to cover.
Tactics: Spread out and run do not shoot back just get to the objective you are the first wave in so dying is should not be a concern. Once in position stand firm heal up and then return fire to cover the main body of infantry.
Secondary: Break the enemy defensive line
Tactics: Working in four teams of three people, each team should spread out and push the entire defensive line or concentrate on one section and disorient from there.
Bravo ~ Spear Body
Primary: Get to objective and break the defensive line.
Tactics: At the start they will give suppressive fire for alpha so that they can establish a beach head then they will charge in right after to help buffer and support the beachhead so that it may grow. Don't aim to kill, aim to keep from shooting. Use all your ammo if needed your engineers can resupply you on the way or while your shooting.
Secondary: Take down and vehicular units in the area to help the advance.
Tactics: Have heavies with lock on rockets keep any armor or air at bay and finish off the ones that are to slow.
Charlie ~ Spear Rear Guard
Primary: Make sure to prevent any flanking maneuvers during each advance then move up after bravo to help finish off the defenders.
Tactics: Charlie will be dedicated to suppressing the most out of all the infantry making sure that they can wipe out any and all units that prove to be a major threat to the advance. They will be the last of the main advance to move up but they will make sure it does not crumble going through. When they move up they will move slowly making sure that the flanks are secure.
Delta ~ Support Squad
Primary: Make sure spear is safe after charge and to have a safe spawn area for any who fell in the attack.
Tactics: Total support, the sunderer takes priority next to keeping the air clear and to chase away any armor that has appeared in the battle. They do not advance until it the next charge has been successful so that they are far enough away to give covering fire from afar but to also provide the best ability to spawn and attack.
Secondary: Last Push
Tactic: If the main body is close to breaking the lines then have delta move in and help break the line if it is close to shattering and one good push is needed.
Phase 2.) Other Squads
Prowler Pack
Tactic: Artillery support on defenders, they will break the enemy who is dug in and have the scatter so that they are easy to cut down for the main infantry.
Air Squad
Tactic: Targets entrenched positions and sunderers, They will blow anything that is either to entrenched or a sunderer that is to close to the front to help soften the attack for the infantry.
Phase 3.) Base Attack
At this point the squads will be a bit split up but the simple formula stays the same.
Alpha to A point
Bravo to B point
Charlie to C point
Delta swing squad
All squads will leave either 6/6 on point to 2/2 on point while the rest move to contain the area around the point or suppress the spawn room. Delta Squad will have six people moving about to save any point that needs support at the moment while the rest hit the spawn room.
With generators alpha should activate the generator if possible then move to the SCU.
Make sure that the squads have capture satellites if the base has any.
Phase 4.) Wrap up and clean up
At this point we have either lost or won but we must always do one clean sweep of a base even if it is just a few seconds making sure a sneaky player is not able to undo what we have done is important. Also with defending the spawn room have infiltrators and engineers deploy claymores all over the place to help keep those who would sneak out, or stop an infantry crash
The attack itself will be broken up into four parts and one optional part and can be the key to breaking a defense, because the right tool and the right know how for it are the things that will win these kind of battles.
Phase 1.) Set up
Assuming we have four squads not necessarily full just four squads to work together.
The platoon lead should give each squad it's orders or tell the platoon what is going to happen and what needs to be done, making sure everyone is doing what they have been assigned to do.
Once each squad knows it's role have them ready up for the attack and keep with their respective squad, yes people will get mixed up it is bound to happen but the better people work together the better they play. Remember to have delta squad set up with at least two sunderers to help support the advance. Squad leads should also set up a spawn beacon whenever a beach head has been established for those who fell in the charge.
Phase 2.) Spear movement
Alpha ~ Spear Head
Primary: Charge and establish beach head for each movement to cover.
Tactics: Spread out and run do not shoot back just get to the objective you are the first wave in so dying is should not be a concern. Once in position stand firm heal up and then return fire to cover the main body of infantry.
Secondary: Break the enemy defensive line
Tactics: Working in four teams of three people, each team should spread out and push the entire defensive line or concentrate on one section and disorient from there.
Bravo ~ Spear Body
Primary: Get to objective and break the defensive line.
Tactics: At the start they will give suppressive fire for alpha so that they can establish a beach head then they will charge in right after to help buffer and support the beachhead so that it may grow. Don't aim to kill, aim to keep from shooting. Use all your ammo if needed your engineers can resupply you on the way or while your shooting.
Secondary: Take down and vehicular units in the area to help the advance.
Tactics: Have heavies with lock on rockets keep any armor or air at bay and finish off the ones that are to slow.
Charlie ~ Spear Rear Guard
Primary: Make sure to prevent any flanking maneuvers during each advance then move up after bravo to help finish off the defenders.
Tactics: Charlie will be dedicated to suppressing the most out of all the infantry making sure that they can wipe out any and all units that prove to be a major threat to the advance. They will be the last of the main advance to move up but they will make sure it does not crumble going through. When they move up they will move slowly making sure that the flanks are secure.
Delta ~ Support Squad
Primary: Make sure spear is safe after charge and to have a safe spawn area for any who fell in the attack.
Tactics: Total support, the sunderer takes priority next to keeping the air clear and to chase away any armor that has appeared in the battle. They do not advance until it the next charge has been successful so that they are far enough away to give covering fire from afar but to also provide the best ability to spawn and attack.
Secondary: Last Push
Tactic: If the main body is close to breaking the lines then have delta move in and help break the line if it is close to shattering and one good push is needed.
Phase 2.) Other Squads
Prowler Pack
Tactic: Artillery support on defenders, they will break the enemy who is dug in and have the scatter so that they are easy to cut down for the main infantry.
Air Squad
Tactic: Targets entrenched positions and sunderers, They will blow anything that is either to entrenched or a sunderer that is to close to the front to help soften the attack for the infantry.
Phase 3.) Base Attack
At this point the squads will be a bit split up but the simple formula stays the same.
Alpha to A point
Bravo to B point
Charlie to C point
Delta swing squad
All squads will leave either 6/6 on point to 2/2 on point while the rest move to contain the area around the point or suppress the spawn room. Delta Squad will have six people moving about to save any point that needs support at the moment while the rest hit the spawn room.
With generators alpha should activate the generator if possible then move to the SCU.
Make sure that the squads have capture satellites if the base has any.
Phase 4.) Wrap up and clean up
At this point we have either lost or won but we must always do one clean sweep of a base even if it is just a few seconds making sure a sneaky player is not able to undo what we have done is important. Also with defending the spawn room have infiltrators and engineers deploy claymores all over the place to help keep those who would sneak out, or stop an infantry crash