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Thread: ARMA II Scrimmage
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08-07-12, 08:20 AM #13
Re: ARMA II Scrimmage
My thoughts on group movement.
On a couple of occasions, we have run up on another group of players while simply moving from point a to point b. Both times, we got our butts handed to us... (im sure its more than 2 times for our group, but 2 times for me personally)
We have tailored our movement across the map, regardless of group size, so we move in the woods as much as possible, and follow tree lines around open fields whenever possible. A good thing whether we are 2 or 10 strong.
When we move out, we seem to have two speeds. Stop and GO. We pretty much haul ass where ever we are headed, and that is when i notice we end up in shit city.
The incident that sparked this thread is a perfect example. We were 9 or so strong, all running in a disorganized mob, right into a small group of players. They had the upper hand from the start really. They were already working the area, so they were immediately familiar with the terrain. Since there was only 3 of them (that is a guess as i never even saw one of them), it was easier for them to communicate their positions to each other. Not to mention, we all stopped in the same area. Ergo, the grenade spamming that wiped us out.
Lets face it, i heard a ton of good communication from a couple of players that made contact, but i had no idea where they or the enemy were in relation to my position, and that info could not have been communicated easily as no one else really knew my position. The only persons position that i even had a clue about was Merritt, but even then i wasn't sure.
We need to slow down. We need to Split the groups, but still work together. And we need to scout. Send one or two guys ahead to the point(s). Its a lot easier to move un noticed as a single person, and if 1 guy runs up on a group, there is a better chance he is unseen. If in the worst case he is seen, and cannot escape, the group looses only one guy and now has intel on enemy position that we would otherwise be blind to. Either way, we have the upper hand if and when we should decide to engage.
Then when the rest of the group follows, travel in a skirmisher line 3 or 4 wide depending on group size.
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08-07-12, 10:03 AM #14
Re: ARMA II Scrimmage
Scott I could not agree more with what you have posted. The ONLY reason that I came out of that altercation unharmed was because I had fell behind the group. We did have good communication other than no one was really able to call out the enemy's position. I was in a decent over watch position with the L85 and I did pick up thermals several times but was never able to determine friend or foe. We seem to chatter about things and many times those things are irrelevant. I am sure it is mostly due to excitement and most certainly I am in that same group. Just prior to that if I remember correctly we showed excellent control and communication when looting the chopper only to move from there and run head first into a shit storm.
We need to get better and pin pointing the enemy's location and calling it out as a map grid. That would allow those in a better position to set a marker which would give them the range.
It also seems to me that this lay down in cover business once spotted is not working that well. I have yet to die while running or standing. It has always been when I "thought" I was hidden.
In hind sight I think we should have all did a fast retreat back up the hill and then worked on a flanking plan.
I hate we lost people but damn that was intense.
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08-07-12, 11:49 AM #15Agreed, whenever I hit the deck as opposed to seeking cover, the grass isn't enough to hide me and I die nearly every time.
A good practice would be splitting into two teams. One team takes an area like stary or something and the other team has to move in, find them and take the area. That would be good practice because there's so many possibilities of where the defenders could be hiding.
When we are defending an area or have the surprise, we usually come out on top, its advancing into the unknown that is the tough part. Like has been said before, movement is key, if we move in a way that we know where we all are, there's no confusion if someone is friend or foe
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08-07-12, 11:50 AM #16
Re: ARMA II Scrimmage
That it was. Would have been more intense if i could have actually put eyes on the enemy. But, dying was cool too. I joined a night server with a full moon, didn't even have to gama warrior it, and spawned in at Kemenka! I worked my way up through Balota and Cherno old school and had a blast doing it, i was mostly geared up by the time i got to Zub castle and met up with Lefty.
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