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Thread: Commander Tactics
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02-13-08, 10:28 AM #1
Commander Tactics
This tactic is best utilized on infantry maps, not large open maps.
Originally Posted by |R-DEV|fuzzhead
You can be fast, sneaky, and skilled, but if someone gets past you and rips the rug from under you while your at the flag, then your guys are likely to either have to rush back and retake it and defend (the enemy will likely have rally points near by if they are competent). Or sit tight on the uncappable flag while another squad tries to eliminate the threat on an entrenched enemy.
Whats good about reading Commander Tactics is that it can be implemented in almost any map. This Formula is something I try to use in maps like the forested Rebel settings, Bi Ming, 7 Gates, Al Basarah and several others. Good infantry based ones. I love the times where your able shut out a map in less than an hour and a half, and your standing on a ridge with a firebase and a SOFLAM, directing your troops visually for the final assault.
The key for being a SL with this formula is using hills, and LOS to your advantage. You want to get as close as you can, quickly, without being seen. Make sure you explain what you are about to try, and then use hills, rocks, ridges, or other forms of cover to to move in close. If you spot a enemy during your approach, make sure to put an attack marker down in his general direction.
You don't want to fire unless you can win, and if there is 12 guys out there, check your map and see if they are heading toward some friendly squad(s). If so, get commander to relay it to the appropriate squad. If not, get in position on their six and take them out from behind while the commander get forces in place to defend. Use the element of suprise to your advantage.
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02-13-08, 10:41 AM #2
Re: Commander Tactics
Defense
Its absolutely critical to order a squad to defend flags. One thing I have noticed on Quinling (and several other maps) is as soon as the Village is capped, everyone rushes to the Coal Mines. Or vice versa. There is nothing more frustrating to me when I command than watching a flag get capped, and just to watch it be deserted 10 seconds later.
If you are a squad leader, and you cap a flag, defend it if no ones around. The open maps of PR do not force bottle necks, and what not, like Vanilla. It enables the ability of wide flanking maneuvers, so just because you are heading towards where the enemies were, you're very likely to not run into them on your way.
This is for SL and Commanders alike. Defending is a crap job that may turn out to be unneeded, but remember, Project Reality is not about points, its about winning. Forget your score when you play, and play for the team, not stats.
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02-13-08, 08:30 PM #5
Re: Commander Tactics
Originally Posted by MacDre707
Many, many times I have seen a blackhawk, humvee, or a variety of other vehicles have gunners who just love to hear their weapons fire. They start spraying at random times which of course, lets any hostiles in the area know exactly where you are. I have shot down helicopters blind because of indiscriminate firing and judging their location from it.
Another thing I have seen is a lack of stealth by squads because of firing on anything and everything they can see that is hostile. Its not necessary to fire on vehicles that can determine your position if it is not detrimental to your objective. Report the vehicle position of course, but engaging enemies at the cost of your objective is never a good thing.
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02-15-08, 11:38 AM #7
Re: Commander Tactics
A strategy that I like to use for the more open maps that have armor and close-air-support (CAS) is the following:
The key to maps like Kashan, Quinling, Al Kufrah (sp?), and other such maps is getting your assets to work together. The best infantry squad can get obliterated by enemy armor, the best tank squad can be turned into wreckages by enemy CAS, and the most elite flyboys can get shot down by ground forces. It is absolutely essential to use everything at your disposale to combat the enemy.
When you take command, first explain to all the squads that you want positions and coordinates of any hostile AA, tanks, APCs, and/or troop movements. In that exact order (unless there is no air support, then the AA is not top priority).
Try to get the tank squads to work in support with the infantry. Move the tanks to high ground, if at all possible, so that they can get a good view of their surroundings. High ground also limits options of places to hide for the enemy. You have to remember that tanks have a tremendous range advantage against infantry, and the closer they get the more likely they are to get blown up.
If air assets are avaliable, have them hold in a recon pattern, and attack targets of opprutunity until ground forces specifically designate or spot a target. Make sure to tell them to not go deep into enemy territory, because that is a good way to have a valuable person waiting 15-20 minutes for another asset because he just got shot to hell. Make sure that you tell your squad leaders when CAS is avaliable, and when it is about to make its attack run. Not much is more frustrating then watching the plane fly harmlessy overhead because the Laser Designation expired.
If you are lucky enough to get a dedicated transport pilot, make sure you set down the landing zones out of the way of the flag. It does not have to be rediculously far, but make sure that its a good concealed clearing. I don't know how many times I've been in a helo, glad to get a fast ride, only to get a tank blow us to shit because some pilot thought that landing on top of the flag. I'd rather hump it out on foot for 500m then to be screaming at the screen as the death count ticks down. For extractions, same rules apply. Being able to quickly transport troops around the battlefield is going to be keystone for your plans structure.
As with any commanding tactic, communication is essential to the theory. If any one of the three assets, air, ground, and armor, fail to work as a team, then you are almost certainly doomed for failure. So do not be afraid to use VoIP. If you think you are talking to much, then you are probably doing it right, as long as you are keeping the chatter about the round you are playing on.
Might not be as good as the others, but its 9:30AM and I didn't sleep at all last night.
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02-15-08, 11:54 AM #8
Re: Commander Tactics
Originally Posted by ***COMMANDER***
On Kashan I can usually put a tank watching the roads coming out of the mains, and they can smash anything that comes past. I remember one of my best rounds was in Kashan, and I was in a concealed spot in the hills to the south of the road coming out of MEC's main. We slaughtered them everytime they passe. We took out all their tanks a few times, along with numerous APCs and support trucks.
The pure tan ground and azure horizon were soiled with black columns of smoke licked at the sky from burnt out wreckages that had bodies strewn about them, their limp limbs contorted at akward angels.
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11-24-10, 09:16 PM #10
This weekend: looking for team to play against my team
(Xbox version, by the way)
I got a team of 4 and we would like to play against another team of 4 in versus.
The 4 of us will be playing in the same room on two TVs.
We can do realism versus or regular versus, and do the match on any non-DLC campaign, on either L4D or L4D2, whatever our teams mutually agree on.
As stated, this will be on the weekend, possibly Saturday, and we can do this any time in the late afternoon (after 4PM or so, EST) until around 10PM.
If you want an idea of what kind of people you'll be playing against:
YouTube - Left 4 Dead 2 - Everything is Melodie's Fault
As you can see, we're a bit of dysfunctional bunch, but we're in it for the fun, and we WON'T rage-quit, no matter how badly you're kicking our asses.[SIGPIC][/SIGPIC]
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