Proper use of assets - 0.8

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Tartantyco
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Proper use of assets - 0.8

Post by Tartantyco »

-I'm posting this in the CO section because hopefully the CO spot will be un-nerfed as soon as possible, at which point this will apply to COs and not SLs like in the current version.

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(For this guide I will be using Muttrah City as a reference)

With the new asset rules in 0.8 a vast range of asset strategies have opened up. Gone is the old Bunker/Firebase system, in exchange for a much more malleable asset structure. Any aspiring CO/SL must take care to familiarize himself/herself with these new rules and strategies.

Forward Outposts(Hereby referred to as FOP/FOPs) are now no longer limited by flags and as such a CO/SL must turn away from the pre-0.8 asset construction. All four FOPs can now be constructed from the start and are not limited to flag range, the only restriction rule being that they must be spaced 400m from each other(Could I get confirmation on this? It says 300m in the guide but I think it's actually 400m). FOP based assets(AA, .50 cal deployable, barb wire, sandbags) can be placed within a 200m area of the FOP. Do take note of this change; 200m.

Release yourself from the flag
With 0.8 still being just a few days old I still see that people are restricted in their thinking to flags. On Muttrah you usually see FOPs deployed on the flags, usually within a 50m radius of the flag. This is an error for the following reasons: 1) Flags are usually located at locations difficult to defend, such as North City or Muttrah Docks. 2) If the FOP is placed on the flag then it is hard to reinforce the flag if it is under attack or going down.

1) Flags are usually hard to defend because they are in built up areas with buildings obstructing your view. Because of this any defensive assets are inefficient and the enemy can move up on the position easily, pinning you down with grenades and suppressive fire. You lose the advantage of defense to your environment.

2) Any flag that is under attack is a very hostile area to spawn into and your forces are likely to die during shortly after spawning because they have no idea where the enemy is or due to random shelling from grenades, APCs, attack choppers, etc. Not to mention spawnraping.

For these reasons it is important that you do not just place FOPs at some random location close to or on the flag; you have to take the deployable assets into account, as well as the surrounding area.

Efficient FOP placement
Using Muttrah as a reference, playing the MEC side, the below image shows three strong FOP locations:

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(Red Cross=FOP(NOTE! Red Crosses do not mark an exact FOP location) Yellow Dot=.50 Cal Green Dot=AA)

The first thing to note is that these locations are nowhere near the flags, the one in the city center being closest, because of the aforementioned reasons. Lets examine these three locations.

The top left FOP location seems a little out of place, there's nothing going on up in those hills and it seems to be far away from any flags. However, if you explore the marked area you will quickly find that it is relatively close to the Docks and the North City, and that there is shelter close by for troops advancing on both flags. The FOP is a little exposed to attack choppers but as long as you have someone manning the AA it should do fine. There's also a small trench where the FOP itself will be safe from APCs firing at range, though the assets might be compromised. These minor disadvantages are more than balanced out by the fact that you can cover the entire Docks area with a .50 to the east and parts of the streets leading to North City to the south. An AA will also cover almost the entire northern part of the map. From this position, with .50 cals and AA mounted you can hold back large amounts of enemies moving out from the Docks.

The lower left FOP is located between all three city flags and as such is ideal for reinforcing them quickly. But once again it's positioning is mostly due to the placement of .50 cals and AA. From this position you can cover the parking ground to the north with a .50 cal and the center from choppers with AA. The second .50 cal can be placed anywhere but should preferably defend the western area.

The third position is only valid if the USMC is reduced to the Docks or Carrier and is mainly to take out any incoming choppers. The reason it's not built at the pier furthest to the east is because it's susceptible to APC fire if placed there and the surrounding containers makes it hard to defend. You can find other locations but I like this one for it's defensibility.

The purpose of the FOP
The FOP is not an insta-spawn onto the front lines or a resupply area, it's purpose is to get soldiers close to the front lines in a safe area that maintains dominance over a larger area of the battlefield. For quick reinforcements to the front line you should use rally points as FOP are valuable assets that can decide the fate of the game. The FOP itself should be concealed with other assets being deployed in a more offensive or defensive role at suitable locations. Forget the pre-0.8 restrictions and think outside the box.

200 METERS!
Last edited by Tartantyco on 2008-09-02 19:05, edited 1 time in total.
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Psycho_Sam
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Re: Proper use of assets - 0.8

Post by Psycho_Sam »

Nice summary, however I think the key here is also smart Squad Leaders. In the end it is they who place any assets on the map. Obviously the commander has to agree to Fire Base placement but the direction/orientation of barbed wire/sandbags/50.cal emplacements make a great deal of difference and if he gets it wrong the Firebase is little more than a rally point..
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Sabre_tooth_tigger
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Re: Proper use of assets - 0.8

Post by Sabre_tooth_tigger »

With a fob, which direction do you face to determine the vehicle spawn.
Often I put a fob behind walls to stop it coming under direct fire but the vehicle then cant be used as its trapped


You should take a screenshot at each area you give as an example above otherwise its hard to see your points exactly
Tartantyco
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Re: Proper use of assets - 0.8

Post by Tartantyco »

Sabre_tooth_tigger wrote:With a fob, which direction do you face to determine the vehicle spawn.
Often I put a fob behind walls to stop it coming under direct fire but the vehicle then cant be used as its trapped
-If it hasn't been changed it's on the side you're facing when you deploy it.

You should take a screenshot at each area you give as an example above otherwise its hard to see your points exactly
-YOU DON'T TELL ME WHAT TO DO!!!!1!!!! But ok then.... ;-)
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Tartantyco
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Re: Proper use of assets - 0.8

Post by Tartantyco »

Top Left position, A3/B3

An overview with three possible .50 cal locations marked:
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The middle .50 cal position on the ridge is untested as of yet and so I'm not sure if it can cover the area efficiently. Will try it out eventually.

Below are screenshots from the .50 cal positions from left to right on the overview screenshot.

Left, B3 K4
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The position covers all of C3 with the exception of C3 K3, the only place the enemy can move through from the docks to the city. I also covers straight east and much of the south/south east area.

Middle, A3 K5/6
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This is the untested position, [EDITED] upon reflection it seems much better than the above position. Need to check if it can cover the area efficiently(A little worried about view distance).

Right, A3 K3
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Covers the C3 K3 area just barely(Between the two buildings on the right side of the screenshot) but it's primary function is to cover the roads to the south.

FOP Position
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Surrounded on three sides by hills to avoid attack at range. There are two weaknesses to the A3 position; APC rape and the northern valley that opens up just above this position, but relative to other positions that's actually pretty good :D .

Will post more later(And lol at low graphics :) .
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Tartantyco
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Re: Proper use of assets - 0.8

Post by Tartantyco »

-I'm going to make a video using some of the training maps, try to make some kind of "tutorial".
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cyberzomby
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Re: Proper use of assets - 0.8

Post by cyberzomby »

Excellent and well thought of post. I only have a quick question before I set out to read it all trough ( just skimmed it )

If you put up your firebase on open ground I agree you can use your .50 cal's. But than the Enemy can pop in a HAT, APC or sniper and kill everyone. The first 2 examples can even kill the firebase ) So I think both set-ups got there advantages. In cover and urban setting it has a better chance of hiding, and in the other you can shoot the enemy better but get blown up better.
davetboy_19
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Re: Proper use of assets - 0.8

Post by davetboy_19 »

Quite a lot of win contained in this thread.

*Gets down on one knee* Will you be my squad leader?
[COLOR="black"]Mad-Mike - Good photo's but why do u have 2 threads that are the same?[/COLOR]
[COLOR="DarkOrchid"][R-CON]ReadMenace - Are you referring to the obvious double-post or the less obvious, high-resolution military photographs thread?[/COLOR]
fuzzhead
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Re: Proper use of assets - 0.8

Post by fuzzhead »

yes, squad leaders desperately need a tutorial video, the amount of crappy placed assets Ive seen is extradordinary hehe

Seems like most just randomly place down stuff, usually with 50cals facing a wall 5 feet in front of them...

All the assets can be deployed to be highly useful, but it does require a bit of thought, not just mindlessly placing the stuff 20 meters from the firebase
Scot
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Re: Proper use of assets - 0.8

Post by Scot »

Wow... PR not needing mindlessness and randomnes.. hmm interesting....
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Tartantyco
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Re: Proper use of assets - 0.8

Post by Tartantyco »

[R-DEV]fuzzhead wrote:yes, squad leaders desperately need a tutorial video, the amount of crappy placed assets Ive seen is extradordinary hehe

Seems like most just randomly place down stuff, usually with 50cals facing a wall 5 feet in front of them...

All the assets can be deployed to be highly useful, but it does require a bit of thought, not just mindlessly placing the stuff 20 meters from the firebase
-Guess what. I just spent 4 hours putting a video together and, the ******* spawn of Satan that I am, I forgot to save the project before publishing it and the thing dies on me... That was a little annoying. Oh well, I'll record some new footage tomorrow(Don't feel like using the previous footage) and spend another four hours making a video. Making a video about assets all by yourself takes time(Spawn as Officer, take a truck, find a good spot, drop crates, place FOP, kill self, reaspawn as Engineer, drive over there again, build FOP, pick up Officer's Kit, place assets, go back and pick up some shovel kit, go back and build the assets. Did that four times today...)
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Tartantyco
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Re: Proper use of assets - 0.8

Post by Tartantyco »

cyberzomby wrote:If you put up your firebase on open ground I agree you can use your .50 cal's. But than the Enemy can pop in a HAT, APC or sniper and kill everyone. The first 2 examples can even kill the firebase ) So I think both set-ups got there advantages. In cover and urban setting it has a better chance of hiding, and in the other you can shoot the enemy better but get blown up better.
-You don't place the FOP on open ground. There's a 200m radius in which the assets can be built, you don't need to place it in the open. The red markers only mark the approximate area.
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Rudd
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Re: Proper use of assets - 0.8

Post by Rudd »

regarding 50cals (and hideouts) they don't seem to spawn like other assets, i.e. 5m in front of you, they sometimes find their own spot to the left or right, Am I doing something wrong, or is it something to do with the ground i'm putting it on?
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Tartantyco
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Re: Proper use of assets - 0.8

Post by Tartantyco »

Dr2B Rudd wrote:regarding 50cals (and hideouts) they don't seem to spawn like other assets, i.e. 5m in front of you, they sometimes find their own spot to the left or right, Am I doing something wrong, or is it something to do with the ground I'm putting it on?
-Depending on where you drop them they might slide a bit to one side. Just make sure you stay away from walls and buildings and it should deploy 5m straight in front of you.
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Sir.Grossi
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Re: Proper use of assets - 0.8

Post by Sir.Grossi »

Good Work Tartanyco.

and Thanks for giving all the best tactics away!!! :lol:

Seriously, it's nice to see people who contribute.

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Tartantyco
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Re: Proper use of assets - 0.8

Post by Tartantyco »

Just an update while I'm recharging to make a video; a very good FOP position for MEC on Muttrah:

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Red Cross = FOP location
Yellow = HMGs
Blue = Automatic Rifleman
Green = AA
Black/White = AT/AT Rifleman

HMG Cover North:
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HMG Cover East:
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AR/AT Position:
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FOP Position:
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For full efficiency you need a six man crew: HMG Operators(2), AA(1), AR(1), AT(1), Officer(1) spotting.

Minimum crew should be 3; HMG Operators(2), AT(1).

The position should contain USMC in North City. You should have maximum crew as long as East/West City flags are cappable, minimum crew if you have North City. It's far enough away that an FOP can be placed in A3 and around East City.
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cyberzomby
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Re: Proper use of assets - 0.8

Post by cyberzomby »

[R-DEV]fuzzhead wrote:yes, squad leaders desperately need a tutorial video, the amount of crappy placed assets Ive seen is extradordinary hehe
If we can gather a set of places and tactics I could do a tutorial. Im pretty handy with After-Effects but Im not sure what the best way to capture is. Without to much lag. I got a good system ( 2.5 ghz dual, 4 gig ram, 512 nvidia gforce ) but I always thought capturing is laggy. So how do I do that. I heard Battle Recorder right?

I only got the time for this once I moved in my new "Appartment" next weekend though.

EDIT:

Just thought of this. I could make an after-effects video where you see maps from high above and zoom in with colored area's overlaying to display good area's and good firing lanes. Like the Frontlines: Fuel of war video's where the frontlines are displayed over the map. That will look ace :)
Last edited by cyberzomby on 2008-09-15 07:06, edited 1 time in total.
TheAmazingYant
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Re: Proper use of assets - 0.8

Post by TheAmazingYant »

I was actually looking at the exact same spot as that last set, at the cul-de-sac. If placed correctly the two HMG positions will be protected from fire on the flanks, as the cul-de-sac is slightly elevated and covered with dense brush.

However, I thought it might be better to place the AR/AT gunner on the western staircase of the building illustrated. If I remember it has a similar field of fire with the same potential for cover, with the added bonus of being in a less obvious position. Either position should allow the gunner to place fire into the gas station area, which is a minor blind spot for the HMG.

If you get the time, I would like to see more things like this. Now if only I can get people to execute this in-game.
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