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COACH clan- WE USE EVERYTHING

Posted: 2025-04-12 22:42
by Grump/Gump.45
COACH clan...

There is a vision of Combined Arms Warfare Simulation, 100% cohesion mutually supporting reinforcement using everything to its maximum perimeters and team firepower capabilities over certain maps with flags with certain open flat terrain we defensively control.

We minimize ticket loss and prolong combat by creating favorable conditions that demoralizes the enemy, uses the control of fear from scanning suppression.

Simple training orders that teach include

-1 man per cover/camoflage/bush/tree/foxhole/FOB foxhole/FOB asset

-1 man digs each thing, 1 man shot at per spot, 1 man hurt per spot, 1 man hurt per mortar formation

-Peek a boo the enemy, dodge

-Iron sight sniper mentality, binocular sniper scan aggressively

-Divide the enemy fire and attention

-Pre-fire, preventative fire, preventative suppression, grazing fire, probing recon by fire. Sweeping fire, searching fire, traversing fire, fixed fire, talking fire. Over berms, into bushes. Combat Techniques of Fire field manual

-Bullet effectiveness scale of 0-10, between fear and kill. Sweeping fire. Psychological reaction you want enemy to have, fear.

-Equation, Tank + APC + Jeep + Logi repairs + Super FOB 3 TOW/ATGM + 3 AA + 6+HMG +30+ foxholes x 400 meters each = Invincible fighting force. Be the Booby Trap as a team scanning aggressively.

Enjoy trolling the enemy and playing with your food, save your life, save your 40 seconds spawn timer, save your tickets.

One team is going to win, another is going to lose, so lets make it as traumatizing as possible for losing team controlling them with mind control suppression tactics. Fear and high heart rates, hopelessness, despair, demoralizing the enemy.

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Be the Booby Trap as a team.

In short everything to use as one giant killing machine is 6 Super FOBs defensively over favorable terrain.

Its like building a firing range, to train and teach Combat Techniques of Fire, dodging, playing peek a boo, seeing how distraction and maxxed out firepower capablity is superior to movement.

3 TOW + 3 AA + 6+HMG + Foxhole spacers for super FOB assets to prepare for Tank + APC + Jeep support + logi repair armor medic.

Widest you can make super FOBs is 400 meters, so they should be placed 400 meters apart ideally for widest, focusing on edge of cap presence or covering visually to side of the flag closer to our side of the map by main.

All flat terrain maps, even jungle maps like Tad Sae where camouflage makes it hard to see its very possible and fun. Bullet storm from 50 all at once.

We trick enemy, they don't find us until they see a massive 6 super defense because nobody moved up. Take pride in timing your squad on completing a 300-400 meter wide line super FOB as fast as you can.

1 man digs each thing which has many time and safety benefits, 1 man gets shot at or hurt per spot allowing others to fire back while he maintains enemy attention. Peek a boo and get shot at for your team but don't die.

1 man per cover, 1 man digs each thing, 1 man per FOB TOW/ATGM/AA/HMG/Foxhole, 1 man per foxhole, 1 man hit per tank shell spread.

1 foxhole hit per mortar spread, 1 FOB TOW/ATGM/AA/HMG hit per mortar spread. 1 ammo runner per ATGM. Minimize casualties. Dig up damage.

Flat terrain is advantage for 50 man teamwork defense on 6 super FOBs.
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3 minutes at the quickest from FOB at 25% with 2+ crates spread to their widest emplacement distance.

We make them think "uh oh". We later condition them to not fire at us, we use fear and pre-fire of every kind of weapon to toy with their minds, play with our food, show dominance. We pee on them with COAX and HMG.

On flat open terrain on last or 2nd to last flags flags, like Burning Sands, Black Gold or Kashan Desert last or 2nd to last flags that is capable.

Very close to main, very high advantage for firepower and easy defensive FOB setting.

6 Super FOBs 300-400 meters wide mutually supporting each other. 3 ATGM/TOW, 3 AA, 6+ HMG with spotters, 30+ foxholes.

Plus Tanks + APC + Jeep + Logi repairs. Anything in view of a tank is not getting shot first, they extend the 1 kilometer wide super FOB complex.

Every .50 cal and machine gun manned, every vehicle in view of each other but far from each other, connected dots, 1 man per literally everything, 1 medic per person but I doubt medic will be needed often.

Many benefits, security, firepower, visually overwhelm enemy with targets to prioritze, increased suppression, more demoralizing scary noises to control the enemy, more direct hits, more invincibility.

Very fun, very satisfying. Its not the players that cause unbalance in this case, its just pure tactics, but unbalance does make it more of an untouchable tactic for the team and a single objective.

I prefer Michael Bay movie tactics with suppression, lots of explosions right where you need them creating lots of chaos for the enemy. Very easy to accomplish with 6 super FOBs. Its always 1 man per everything.

1 man per cover, 1 man digs each thing, 1 man per FOB TOW/ATGM/AA/HMG/Foxhole, 1 man per foxhole, 1 man hit per tank shell spread.

1 foxhole hit per mortar spread, 1 FOB TOW/ATGM/AA/HMG hit per mortar spread. 1 ammo runner per ATGM. Minimize casualties. Dig up damage.

Flat terrain is advantage for 50 man teamwork defense on 6 super FOBs.

FOBs have 200 meter build radius, build assets 200 meters east and west, left to right line, consider natural formation defilade or micro terrain behind the emplacement for more safety behind that to escape if possible. Otherwise its hold fast.

If this video was even assets like Project Reality, they didn't even have TOW/ATGM. You want to use ammo before it EXPLODES in real life.

https://www.youtube.com/watch?v=o2-BFJEO-EU&t=65s



Show domination by playing with our food with HMG suppression, 3 TOW scanning, 3 AA ringing Aircraft alarm bells, then assets spawn in and increase mobile firepower.

For the Super FOB tactics On certain maps and certain flags only, flat terrain with good fields of fire to force enemy through view distance.

These are advanced tactics to try to not make the game play the same always the same so cut and dry, combined arms with armor assets and 6 full maxed out super FOBs with assets spread to the widest line a FOB allows over flat terrain is invincibility.

If you man the positions to their full potential of use from using fear if you can't kill something in the moment to actually killing it. The mind is the greatest weapon to maximize equipment or body use efficiently.

Like using anti-air to ring CAS alarms to waste flares, minimize their attack time, until you get a good take down lock. Snipers taking out the Laser Designator spotter/Squad leader peekers. Any suspect dot, enemy weapon sound or something peeking gets it.

Always start that way to eat them up, send fear, suppression and direct hits through view distance. Then you can toy with them forcing them into the open. Defensive flag with maxxed out assets, then enemy leaves their flag getting bored thinking they don't need to defend.

Neutralize it, leave flag, wait for enemy to come back to cap it from neutral.

Troll the enemy, not your friendly, help your friendly by reinforcing them, don't leave friendly outnumbered. Enemy will come to you and the objective no matter what.

1 Super FOB gets hit with mortar because there isn't 2 super FOBs, 1 man per asset, 1 man per foxhole, repair incoming artilery, they can only hit one.

Foxholes up to 25% 1 bar stay but are weak, for 23 seconds you can make 4 stay looking done for the price of 1 foxhole.

Combat Techniques of fire field manual, grazing fire videos. Teach, instruct and demonstrate the concepts.

Prepare 3 AA and 3 ATGM 1 squad per super FOB interlocking fields of fire. Troll enemy with the overwhelming super FOB tactics, this is not regular first person game, this is combined arms.

We can do better than waste tickets going into city or bunkers.

As a whole team, just don't show up to the flags and build all your AA, ATGM, HMG and foxhole wide lines very fast on favorable terrain.

Enemy will think they have advantage then fly over. But your assets are already set up laying in wait organized into machine. 1 man per ATGM, AA, HMG.

6 Super FOBs, 3 Thermal ATGM, 3 AA, 6+ HMG, 30+ foxholes covering each other. Positions over 1 kilometer wide.

They can only area attack or mortar one at a time. Then our mortars on the edge of a FOBs build radius with 5 crates.

On flat open terrain on last or 2nd to last flags flags, like Burning Sands, Black Gold or Kashan last flags that is capable. Very close to main, very high advantage for firepower and easy defensive FOB setting.

Foxhole benefits include

1.) cover where there was none, something to crawl into, something to crawl behind.

2.)Foxholes can partially hide the outline of an ATGM/TOW/Anti-Air/HMG. You place ATGM infront of foxhole, AA behind foxhole, put a foxhole infront of a crate to shield it. Foxhole behind HMG to run into cover if needed.

3.)Enemy doesn't know if you are inside the foxhole or not. Foxhole for AA, Machine gun, AR or HAT kits.

4.)1 man per foxhole divides enemy fire and attention, 1 man per asset. Laying in a foxhole protects from outside mortar damage and you dig as it takes damage, be a frustrating stubborn target.

5.) On the right kind of obstacle you can place asset in, foxholes can be made into a taller tower sticking out of the ground.

6.)To effectively use the foxhole, stay crouched, use the sandbags that perfectly hide your head.