project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Tales from the Front > PR In-Game Tactics and Strategies > Infantry Tactics
28 Oct 2024, 00:00:00 (PRT)
Register Developer Blogs Members List Search Quick Links

Reply
 
Thread Tools Display Modes
Old 2010-02-23, 00:21   #1
TomDackery
Default TomDackery Spews Tactics

Some stuff for new people. Some of it may pertain to squad leaders. All of it is hard work that I put into playing the game, learning the game, then putting some ideas on paper from what I see from games.

1. Basics

A. Move as a group
Don't bunch up, but keep a few meters spacing. If you can't see the Squad Leaders number, and you don't have a good reason not to, you're too far away. Spawning in, or because the SL told you to do something that included being away from him, are good reasons. "Because I'm killing enemies" is not.
[Movement topics covered in detail in section 6]

B. Recon
Knowing how many you are up against, their positions, the direction their defense is facing, where their assets are, where they are concentrated, etc. will let you know how to attack, or if necessary, not to attack. If you are outnumbered 100 to 10, and you don't have a clear way to get in close without being spotted, hold off.
[Recon specific topics covered in detail in section 8]

C. Engagements

i. Holding fire (Weapons Red) - You haven't been spotted, you don't want to give away your position.
ii. Return fire, fire on command (Weapons Yellow) - You haven't been spotted, in position to fire, but you don't want to give away your position unless you have to.
Also: Fire when the SL says to fire. Pick a target, communicate which one you will be firing at, and track them.
iii. Weapons hot - Fire at anything enemy that moves, or that is alive, in a controlled, accurate fashion.
iv. Weapons ready – Spot out threats, communicate the direction and approximate distance to target, and DO NOT fire unless you are Ordered, Fired Upon, Spotted, or Target is Danger Close.
iv. Suppressing fire - Fire as much as you can, and as long as you can. Accuracy isn't a big deal here, you should be worried more about getting the enemy to react and duck for cover. Keep up firing until the SL tells you to slow down or cease fire, don't stop even if the enemy is behind cover (or if you need to reload, which should be said over comms).

2. Base of fire
To ensure fire superiority, for example, on Fallujah West when assaulting a cache, or clearing out an area, you need to set a base of fire. Remember, that as BluFOR you have the Range and Accuracy that Insurgents do not (Insurgents strong point is CQB domination and ambush techniques). Set up your SAW and a rifleman/grenadier somewhere within range to provide accurate and/or harassing fire (suppression) while you move in. The AR should be worried about laying down fire down range, and the Rifleman/Grenadier should be watching for A. Hostiles closing on their position, and B. Accurate fire on targets. If its a grenadier, even better. Put down a marker on the target location/building so the grenadier can put smoke or HE grenades on it, increasing the effectiveness of the Fire Team.

3. Moving in for the kill
Just do it. With a base of fire, you can move in on a target with ease. The enemy will be too busy keeping their heads down to avoid the SAW to really notice you moving in. If they do, however, you'll need to open up a can of whoopass (just start shooting at anything that moves in the kill zone). Throw smoke on THEIR position (or between you and them) and find another way, if you have a specialist, go over a wall they aren't expecting you to come over, or go on their roof and infiltrate from the top down. Surprise should be your number one concern whether they see you coming or not.

4. The Big 2-ic
This is your rifle, this is you gun. Blah blah blah, when you are a squad leader, you want to make sure you have a prominent secondary whom the squad members can look up to when you are hiding in a corner, etc. Basically, the 2-ic or Second in Command. Choosing this person can be as simple as "I need a 2nd in command", choosing a clanmate, someone you know/trust, or just someone the others seem to also respect, and listen to. These are handy for keeping everyone on task, making reports, making sure the 6 is covered, and for more personal duties, like taking command when SL goes off on a Spec. Mission, or goes AFK. (Such as hunting down a sniper, while using his squad as a decoy). Simply inform them over VOIP that they are to take charge of the squad while you are otherwise busy, let them know their objective, and leave them to do it. Doing this will not only let the squad know "Hey, this guy is now in command, I shall follow his orders" but also lets the 2-ic know what he is to do, as you are gone. Try to make it a simple task, like Move to XXXX grid, and hold position there, or simply set up defensively at your current position. Don't expect them to take a flag, or destroy a firebase.

5. Tom's Cover
There are three types of cover to be aware of in Tom's covering system. Full Defilade, Partial Defilade, and Concealment.
i. Full Defilade (FD)
This is the safest type of cover, a solid wall, or a whole building, or a ridgeline. Full Defilade is primarily used for avoiding enemy fire all together. They can't hit you, but you also can't hit them. Then again, they can't see you. This is one of the objects useful for flanking procedures, and if set up correctly, a hard target.
ii. Partial Defilade (PD)
Not as safe as Full, but has it's perks. From Partial Defilade, only bits and pieces of your body are poking out behind cover, and is the preferred method for firing behind cover. Rocks, trees, a blown away wall, anything that can keep you from exposing all of your body, provide hard cover, and allow you to return fire.
iii. Concealment (CRAP)
This is NOT Defilade. This is using things like grass, plants, leaves, etc. to keep the enemy from seeing you. It is not solid cover, and should not be taken if you suspect the enemy may start shooting into your concealed position. This is a last resort, when taking fire. This also is a good cover for flanking procedures, as it conceals your position from the enemy, in the way that they can't see you, but they can shoot you.
As soon as you take fire, your first thought should be find cover. You should actually already have an idea of where to take cover, as you should be constantly aware of your surroundings. SPRINT to the closest cover (in order of -Full Defilade, Partial Defilade, if need be Concealment, and if none of this exists, pop a squat right where you are, and hope that they don't kill you right away). Dropping to the ground is the last thing you want to have to do, but if you must, return fire as much as possible, have someone throw a smoke grenade between you and your attackers, and high tail it to a better position.

6. Moving as a Team
i. Urban
a.Enemy Presence to your Flank (Moving Perpendicular to Enemy Front) -
Your enemy is on your flank, with buildings between you and them. In this situation, you need to make sure your squad moves safely, at a relative pace. Let's paint a picture. Enemy presence is suspected to your North, and you are moving West. The set up of your squad should be (6 man team) (non-official names, I don't even use them)
1. Corner Man -
Watching North, on the west corner of the building. Should probably be your best shot, or AR. Last one to move.
2. Point Man -
will be the first one to sprint across, while 1 covers. Takes up position watching North.
3. Squad Leader -
You? You will be the 3rd to cross, after 4. Ensure that crossing the street runs smoothly, and everyone watches their sectors.
4. Point Guard -
Watches West. Runs across after 2, while 1 covers. Continues his Watch West.
5. That Guy -
Watches South. Crosses after 3 (SL), continues watching South.
6. Rear Guard -
Watches East. Crosses after 5.
With each building you move to, your layout WILL change. Adjust with it, and just remember that all you really need to care about is having all the directions covered. Be aware of building with windows, roofs, etc. As SL, you should make case by case decisions about what to do about such buildings.

b. Moving Forward on Enemies -
Leap Frog it. If you have two sides you can move up on, split your squad into 3's, if there's only one side, it will be a 6 man leapfrog. Leap Frogging is simple. First man moves up into the first P.D. and watch forward, down the street, saying over comms "Set". Second man moves (over comms say "Moving" or something to that extent.) into first cover past first, and does the same, again saying "Set". Third man says "Moving", goes past first and second, "Set" and covers down street. On the Third man's "Set", in a three man system, First abandons cover and takes up on next cover past 3rd, and says "Set". Second moves up, etc. Repeat until you reach your destination or what not. For Six man system, repeat taking up spots until all Six are in cover, then first will move up. You should never have 2 men moving at once.

If you don't feel like any of this, so be it. Keep a close team, avoid center of road, single or staggered column (half on right, half on left), SL's choice.

ii. Jungle
Jungle is a clusterfuck to move in. Stay low, and stay in the trees/treeline, do not venture into a clearing unless absolutely necessary. Keep a 5-10m spread, DO NOT bunch up. Pretty much a blob, or line perpendicular to your movement.

iii. Open Ground
Also, simple. Avoid bunching up, a single tank round is more potent than a simple grenade, so a 10-30m spread may be OK. If possible, travel in the contours to ensure SOME type of partial cover to your squad. Do not move in a straight line, as it will be easy for enemy air support to strafe the living daylights out of you. A large JDAM is also possible, less likely, but still a threat. Don't worry about it. IF it happens, oh well, shit does happen.

7. Lasing Properly
This will cover Lasing, and spotting with a GLTD, and SL Radio respectively. Changes as of PRv0.9 will be covered.
Things you need to know for Lasing:

AA Threat - Red, yellow, or green. Red being confirmed AA, yellow being possible, green is all clear.
Location - This has been made easier in 0.9.
Type of target - Vehicle, FB, infantry?
What you want - Do you want a AGM? LGB? Simple strafe or Rocket barrage? Also, made simple by 0.9.

AA Threat - straight forward. Know if there's AA in the area. If you don't think there is, AA Threat is still Yellow. If you have confirmed no AA, then it is green. NEVER assume Green status, it's bad for pilots. Triple check if need be.

Location - For lasing, best bet is to be a Squad Leader (with sniper or Officer), find the distance to target (Attack/Observe marker). Press Q with GLTDs on target, and select the nearest distance to what the marker reads, press Q again and select what munition would be best suited.

Type of target - This should affect your Munition selection. Will be covered in next part.

What you want - Should also be in line with what keeps the pilot safest. IF lasing an AAV, you need to request an LGB (Laser Guided Bomb). If there is no AAV, but it is an armored target, an AGM (Air-Ground Missile) will be better suited, as the A-10 has more of those. Simple infantry target would be Cannon, if confined to a small area, or Rocket Barrage if you need mass damage over a widespread area of infantry. Finally, a FireBase (FB) sometimes referred to as an FOB (Forward Operations Base) deserves nothing less than a LGB. This is for Pilot's safety, also.

When lasing, CLICK ONCE. Do NOT hold down the button, as it will relase every 1 second, and normally the won't even reach the target before relasing. You will not get an accurate strike on target, and poor results that may end up as Blue on Blue.
Once you have confirmed the target is lased, Press Q, select the approximate distance first, then what you want (see above). This also goes for putting markers on the map as a Squad Leader. Pull out your Radio, Q, select distance, and what it is. Be sure to type it out in chat if you have that time, also.

8.Roles as Sniper/Recon
This role is best utilized under the eyes of a Commander who knows at least a little of what he is doing. It is best to keep a line of communication to the rest of the team, and being able to quickly and accurately spot and report targets of interest (HVT or High Value Targets) is key. While typing is a surefire way to achieve this, not all the squads are watching the chat. In fact, most Squad Leaders remain oblivious to it. The best way to achieve a successful report is through Direct Voice Communication. A Commander is a Redirection tool that will achieve the same goal, albeit slower, but if the Commander is competent, can be acted on with better results. Other options are Mumble (only used en masse on certain servers), Ventrilo, or TeamSpeak. As a Squad Leader of a Recon team (usually 2-4 people, depending on your ultimate goal. Hell, it could be a single person), your job is to gather the info into a single report for an area, scan for targets, mark targets, etc. It is very important that the Squad Leader know exactly what to do, or the squad will fail. It is the squad's job to carry out the Squad Leader's orders and help him scan for targets, provide security for the teams location, and call out targets, whatever they see. The small recon group is to be the eyes and ears of the Front Lines for your team, so they know exactly what is going on. Recon, since it is small in size, cannot take on an entire infantry squad and hope to survive, so concealment and stealth is a priority.
As a Sniper, your job is similar to a Recon squad's. First, there are the ground rules as a sniper. Always work with a competent spotter, he can provide security in case of an emergency relocation, or take out CQC threats that may arise, if you are compromised. Do not DO NOT silhouette yourself on a goddamn hill. Find a spot where you are lower than the top of the hill, but still have a place of cover. If you have good concealment, use it to your advantage. Try to minimize as much of yourself as possible to make it harder for the enemy to spot you. If you ARE spotted, move. Make your way out of the area and find a different position.

Sniper Task:
Keep your team informed on enemy movement, Firebases, armor, any intel you can find that your team may want to know, let them know. A sniper will also find himself in positions where he can damage the enemy's defenses, morale, send a squad running, or generally take down a threat to a team mate. Such targets should be taken when an opportunity presents itself. Don't try to force a shot when an enemy is sprinting perpendicular to you, as you may only give your own position away. Targets such as Squad Leaders, enemy Snipers, Heavy Anti-Tanks, Rifleman Anti-Tanks, AA specialists, FB TOW gunners, FB AA gunners, FB HMG gunners, Combat Engineers mining roads that your team needs for its supply line, etc. all are HVTs that should be taken out, should the opportunity present itself. If you are trying to force a squad to run away, or whatnot, discern who is who. If you can find the medic, take him out first, and pick off the rest, if you cannot figure out which one is the medic, try going for one of their important SM's, such as the Squad Leader or the ever present Automatic Rifleman. Trust me, the medic WILL come to them after you take them out. Sniper should ideally take 2-3 shots, then relocate to a different position, repeat. This will make it hard for an enemy to flank behind you, since you will never really be in the same spot twice.

Concerning Both Roles: You should never have to think twice about running to a target, no matter how far it is. APCs and Helicopters will give away that you are there, so if you do utilize transport, try to get dropped out of the view of the enemy. If you can't decide on where to get dropped, remember that walking is one of the safest forms of transport, and is easily adaptable to any situation. Have to run 1km to get a view on an enemy control point? Go ahead.
Each member of a Recon/Sniper team should be fully capable of avoiding detection, even in the absence of a squad leader to take charge. If the squad leader is KIA, a 2ic should be established to handle the remaining group in the field, until a Rally can be established and 1ic can take charge, or until you can complete your objective.

9. ”12 man squads”
If you are looking for a team of brute force, choose a capable Squad Leader, establish some sort of direct line of communication (Mumble, Ventrilo, Teamspeak, etc.) and fill up both of your squads. Now, instead of being 6 people assaulting an objective, you have 12 people, with twice the firepower, and ten times the “Shit my pants” factor. Both squads should stick together, or organize themselves in a way that they are effectively working as one.
A. Fire Support/Assault
Choose a squad to provide Base of Fire. Good kits to have for this are Heavy ATs, Automatic Rifles, Marksmen (accurate fire), Grenadier, anything you can use to quickly devastate an area on command. The other squad will move in under your protective fire, preferably with closer range weapons. Sq2 will report any place they take fire from, if it is not in the initial killzone, and Sq1 will adjust fire to suppress the threat.
B. Pincer Movement
Say the target is determined between both squads that a pincer attack will be the best assault type possible. Sq1 will attack from (i.e.) the West, and Sq2 will attack from the East. Communicate between squads the progress, amount of resistance on each front, and determine who can make it there first for an ultimate flank maneuver. Eliminate threats, regroup, continue on with your objective.
C. Brute Force
The scariest looking group of infantry you may see. Both squads will move as a unit, assault objectives as a unit, engage hostiles as a unit, and generally be a single unit. On armored maps, this is not a good idea, as a tank or APC can quickly dispatch of your unit in the open. Your unit should maintain the same ideal of cover and concealment that a single squad does, despite having a numerical and physical advantage over most contact you engage. It is IMPERATIVE that both squad leaders and/or the Squad Members of each squad have DIRECT LINE OF COMMUNICATION for the most effective result possible.

10. Defensive Tactics
This covers tactics for defending hard targets, such as tunnels, buildings with limited entrances, etc. Rule number one is to have every entrance defended by at least two men. Having multiple (2 or more) squads defending the objective (that which you are defending) will mean more men to guard more entrances, and is highly recommended. Naturally, you should have time to plan out your defenses, learn your environment, identify EVERY possible entrance. Also take this time to set your signal flares, traps, defensive positions, alternate defensive points, and a fail-safe. Remember, you want to catch the enemy in a place where they have minimal chance to respond or act to your firing squads, that means set a chokepoint where you can force the enemy into a corner, a doorway, a ladder, or what have you. Try to find a place where the enemy has little to no cover at all. Now, a fail-safe is a good plan to have for your last stand. This some times consists of setting C4 on areas where the enemy will be when you are forced back into your holes. Set a fall back position deeper in where you can do just that - fall back - without giving up the objective.
When ammo runs low, the simplest option is to send someone on an ammo run, 1 person at a time, as the other covers. Grab an enemy kit and either use the ammo, patches, etc. or take the kit for yourself against the enemy. Run back to the Defense position, set up, and cover the other man on ammo runs. Automatic rifles or sub-machine guns are recommended. If the enemy attempts to smoke out the position, one thing I found is you can use incendiary grenades to back light the enemy who is moving up, if only for a short while.

11. Egressing (AKA Retreat!)
This is something you don't normally see squads do, or ever hear your squad leaders advise. The tactical retreat, in the basic form. If your squad is under heavy contact, and you have a clear way out, but it involves breaking contact with the enemy, but in the long run will result in your survival, do it. There are few options that you can pick following the order to retreat. You can:
Fall Back to a Defensible Position
Engage the enemy on your terms. When you retreat, the enemy may end up following you, and if you coordinate properly and get defenses up quickly, they'll follow you right into a trap.
Retreat to the Safety of Reinforcements
Again, falling back to a safe location, this time with friendly units. If your squad is missing a few soldiers, attaching yourself to another squad and giving them the information about the enemy could decide a battle. Teamwork is key.
Retreat and Flank
The fake retreat. Basically, you fall back to where the enemy cannot track you anymore, then clover yourself to their flank (Clovering is the act of egressing from contact and circling back around to another location, basically in the shape of a clover leaf, hence the name). From there, you can take them by surprise, and possibly defeat the enemy in that area, clearing it for friendly movement.
The most unsafe way to retreat is to turn your back and run. This effectively turns the business end of your guns away from the enemy and gives them free shots into your backside. Instead, make a plan before hand of how to retreat with your squad, making sure there is always someone suppressing the enemy to cover friendly squad members. This won't give you the upper hand in a fire fight, but it will hopefully ensure the safety of your squad while you make your escape.
Bounding Retreat:
Follows the same principles as a bounding overwatch, but instead of advancing, units move back as teams lay down suppressing fire. Example of how this works is Fire Team 1 fires while Fire Team 2 moves back 50 meters and sets up. Fire Team 2 calls out "SET" and begins firing while Fire Team 1 calls out "MOVING" and falls back. Rinse and repeat until your squad has successfully broken contact with the enemy. Regroup, and make a plan.
Peeling:
If you are egressing away from contact in a line and you need to move to your right or left, peeling is a good tactic to employ. Lets assume you are retreating to your right. The lead man, being the one furthest away from your egress route to the left of the squad, moves behind friendlies and runs toward the other end of the line to the right while the squad lays down fire. When the lead man reaches about half way, the next left most player 'peels' right. As they reach the end, they set up and lay down fire. This repeats until the entire squad has peeled off and is out of contact. Regroup and make a plan.
However important retreating is, I still don't expect to see it in game. Many squad leaders have a heightened feeling of fighting to the last man, which involves pushing into the enemy until there is only one man left, and expecting him to be the hero to kill everyone and revive the squad. When this doesn't work, which many times it will not, the squad is forced to respawn far behind the front lines and make their way up again. This wastes 6 tickets, and looks bad on your squad leading. Simply retreating properly can result in holding strong on the front lines while keeping your squad alive. PR is not all about shooting, maneuvering the battlefield is one of the most important aspects to consider as well.

EDIT: Any more amendments or other edits will be made on another website. See link in siggy, k, love ya.
TomDackery is offline
Last edited by TomDackery; 2011-01-18 at 11:27..
Reply With Quote
Old 2010-02-23, 00:49   #2
Drunkenup
Default Re: TomDackery Spews Tactics

TheTomDackery....

I bow upon you with this rule book of tactics.
Drunkenup is offline Reply With Quote
Old 2010-02-23, 02:55   #3
Shaihuluid
Default Re: TomDackery Spews Tactics

Looks like an awesome guide to me.

We really need some of this stuff put in the manual...
Shaihuluid is offline Reply With Quote
Old 2010-02-23, 02:57   #4
hades198
Default Re: TomDackery Spews Tactics

couldnt have done it better myself..... thats saying alot
hades198 is offline Reply With Quote
Old 2010-02-24, 03:21   #5
TomDackery
Default Re: TomDackery Spews Tactics

I realize now, this guide is still incomplete. I'll add some more topics that I will cover, like breaching (WIP)...
Thanks for the positive feedback
TomDackery is offline Reply With Quote
Old 2010-02-25, 04:49   #6
LUKE_NUKE_EM
Default Re: TomDackery Spews Tactics

Holy crap it's TomDackery!

Nice guide though man. Lot's of good info.

I only wish engine limitations didn't actually prohibit 12 man squads.
LUKE_NUKE_EM is offline Reply With Quote
Old 2010-02-25, 08:37   #7
Conman51

Conman51's Avatar
Default Re: TomDackery Spews Tactics

Good stuff, but needs pics. Can I be a model! ?
Conman51 is offline Reply With Quote
Old 2010-02-27, 08:20   #8
xxkillerxx69
Default Re: TomDackery Spews Tactics

Love but yes you need pics!! also needs more added but you said you would do that
xxkillerxx69 is offline Reply With Quote
Old 2010-03-17, 01:21   #9
goguapsy
Default Re: TomDackery Spews Tactics

Hey Tom! Good guide! Perhaps when they release ARMA 2 we can act as 2 squad leaders (you can be the platoon leader) and I don't know, do this well? Maybe even in PR, I'd like to try that. Which servers do you play normally, and at which time?

P.S. Remember me from ARMA 2?
goguapsy is offline Reply With Quote
Old 2010-03-17, 01:37   #10
TomDackery
Default Re: TomDackery Spews Tactics

Quote:
Originally Posted by goguapsy View Post
Hey Tom! Good guide! Perhaps when they release ARMA 2 we can act as 2 squad leaders (you can be the platoon leader) and I don't know, do this well? Maybe even in PR, I'd like to try that. Which servers do you play normally, and at which time?

P.S. Remember me from ARMA 2?
Yes!
I'm trying to figure out a Crash to Desktop problem I'm having with ArmA2, so I haven't been on it lately.
TomDackery is offline Reply With Quote
Reply


Tags
spews, strategies, tactics, tomdackery

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 21:41.