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Al Basrah
Posted: 2007-07-30 23:54
by Expendable Grunt
British team needs 4 squads and a commander.
Squad 1: Defends VCP all round
Squad 2: Crews APC's
Squad 3: Rides in APC's.
Squad 4: Pilots/Rides in Merlin.
Purpose of Squad 1: Assist commander in the construction of defenses for the VCP.
Purpose of Squad 2: Provide armour support. They are to stick relitively close to each other for mutual support.
Purpose of Squad 3: Rides in one of the APC's and provides infantry support to them. This squad closes in and destroys any caches that can be easily reached.
Purpose of Squad 4: To fly over the battle and SWIFTLY remove any known caches/caches seen from air that the APC crew would have a harder time reaching.
Excess Squads: Occupy the three (known to me) weapon locations: One in village under the house with well, one underground near the main road south of the VCP, and the other at Mosque.
Posted: 2007-07-31 01:05
by eddie
Nice idea there. Squad 4 needs to be air cavalry. 2x pilot kit (pilot/co-pilot), 1x rifleman, 1x medic, 2x spec ops.
It's been tried, tested and proven. Stal can vouch for me on that one. The Merlin should have no problem spotting ammo caches with door gunners. Fly past suspected locations at speed and get the door gunner to tell you if he sees anything.
If you do, assess whether it's safe for your troops to have a quick infil and exfil or to wait for armour and guide it through a safe passage.
Posted: 2007-07-31 03:14
by Wasteland
I prefer to have a Mech. Inf. squad of two crewman w/ APC, a rifleman, medic, engineer (or sometimes , an officer). Then when they enter the city, the infantry dismount and escort the APC, which moves slowly. Sometimes I'll have the engineer remain in the rear door as lookout/last-ditch-gunner. That way if the APC gets hit, he can repair quickly.
Ideally, these squads would operate in the same areas, moving quickly outside the city to avoid swarms of insurgents.
The reasoning is this: whenever I play insurgency, I get the most points by far as insurgent by taking an ambusher kit somewhere, laying two mines to funnel Brit APCs toward a car or some static on the road, where I've laid IEDs. Then I blow the APC to cries of "ALLAHU AKBAR!"
The only way to really counter this is to move slowly and check the road in front of you carefully. But why have your men cooped up in your APC, making them such a nice target for an RPG? Much better to dismount and allow your APC to provide heavy fire support. If the squad leader is dismounted with the troops, and places an attack command wherever they receive fire, then the APC will blow the insurgents to pieces.
Posted: 2007-07-31 11:27
by Viper5
Defending the N VCP is easy as stealin candy from a baby. Take the warrior that spawns at VCP, put it on one of the ledges. Get another and put it on the other ledge. then 4 infantry watch N. I racked up 50+ Kills no deaths yesterday.
Posted: 2007-07-31 12:39
by Rick_the_new_guy
I have a differnt approach.
The entire startegy for success is so differnt from AAS. I think players are turned off by it. It is unconventional.
IMO, teamwork is needed more than in AAS, again, more work to be done by the average warrior, turned away by frustration, and "not getting it".
As a Brit, I believe the unit should move in Platoon sized (2 or more full squads) while patroling. They should be supported by Air transports and APCs.
two man Recon ( fast twitch skillz) teams should recon on the ground, AND ONLY provide intel to the CO, and not engage, i repeat, not engage. From here the Raid Platoon moves to the location and over powers with SUPERIOR FIRE POWER British SAS style. Granted, the recon teams can place Engi C-4 on the ammo dumps and detroy them from a far.
Sadly, currenlty players are making like lone wolfes and waisting tickets like no other.
I recommend all Brit COs to get the following:
1. Raid Platoon
2. two or three Recon Ground teams. 2 warriros per team.
3. APC support.
4. Air support for fast movment to locations.
5. Bad *** SL who can get the job done and defend Vehicle check point while only consuming on 6 players from your 32 player roster.
The general idea is for the Platoon to have a lot of fire power and mobile.
The recon teams to be stealth and good at gathering intel (both from kits and looking around), BUT stay away from fire fights, and simple set-up the Raid by the Platoon.
The CO and the VC defense squad, dig in and punish those who come close.
I have qualms about sending a lot of APC into the city. Too dangerous.
Map Tactics - Al Basrah
Posted: 2007-08-07 19:19
by TF6049
Blockade the entrances to the VCP. Use the merlin to ferry people there and potentially scout/provide cover fire. The insurgents should end up attacking you (hopefully). Or, when the Apache is put into Basrah, use that to hunt the enemy down and everyone else spawn in the VCP.
Posted: 2007-08-07 19:27
by Chubben
ehh no, in my opinion VCP is easy to defend if you have a competent CO.
Optimally you should only have one squad defending VCP the rest should roam around the city looking for ammo dumbs and insurgence.
Posted: 2007-08-07 19:29
by DavidP
Chubben wrote:ehh no, in my opinion VCP is easy to defend if you have a competent CO.
Optimally you should only have one squad defending VCP the rest should roam around the city looking for ammo dumbs and insurgence.
Or have the whole team do it while I and my merlin Pilot solo looking for the caches.(I blew 8 caches in 30 minutes like that once)
Posted: 2007-08-07 21:49
by Falkun
I find that having two or three APCs guarding corners of the VCP with troops manning the saw guns is an effective strategy. We were able to hold the VCP for a very long time that way.
Posted: 2007-08-08 03:02
by Expendable Grunt
Posted: 2007-08-13 08:08
by Eddiereyes909
thats how we played one game,
not a single insurgent got withen 20 feet of the check point, the best way to have this work is to have 2 Land Rovers,1 supply/repair land rover and 1 warrior, since the warrior can have a greater zoom than the land rover, it can cover 2 corners, and each land rover covering 1, with 1 grenadier and 1 saw man, having the SL just spot out targets with his SOFLAM, its pretty damn easy,
Yep the best way to defend a fortified location is with Triangles.
and even with a Team Killer Commander we managed to hold VCP all game
Posted: 2007-08-13 13:02
by LtSoucy
YAY! thankyou eddie that made me not have to put if up! and later we moved the APC to southeats corner and put and landrover in its place so it could get them in the 2 story house they were hiding in. I wish i had a pic not 5 minutes into defending that place we had that house lit up like a christmas tree all guns were firing on the house.
Posted: 2007-08-13 13:22
by Outlawz7
Block the north entrance, not south.
We had insurgents sneaking in from all the way around and through the north side, where no one expected them.
Also, you should have a few infantry to aid the IFV, since it cant protect itself from an Ambusher 10 m away.
Posted: 2007-08-14 15:27
by LtSoucy
we did not becsue they cant get there the commander was always there so he defended there but are Landrovers and APC cut them down fast.
Posted: 2007-08-14 15:51
by El_Vikingo
As soon as the round starts, four players spawn at the Outpost and set up a perimeter using the bunker and two Land Rovers.
They now wait for the two other players in the squad to bring up two Warriors.
Images pending...
Posted: 2007-08-14 17:15
by El_Vikingo
Updated.
Posted: 2007-08-14 17:43
by MrDow123
What do we do if the insurgents start lobbing Molotov Cocktails at us.
It has been proven a Molotov Cocktail can destroy an APC in under 10 seconds
Posted: 2007-08-14 18:19
by LtSoucy
iam KILL him before he gets close engough to toss it. i remeber 1 guy trying to do that but i spoted him and the .50 cal killed him. once we got a sniper there snipers were dead.
Posted: 2007-08-14 18:25
by El_Vikingo
Think about it, you have an APC and at least two soldiers shooting at the guy crossing a wasteland (at least 150 metres of it), he shouldn't be able to get that near.
The thing you need to worry about are RPGs, which may come in now and again, therefore always be ready and repair if you get hit. (Have an engieer close by).
Posted: 2007-08-14 22:11
by LtSoucy
they are inaccurate at
(at least 150 metres of it),
so
The thing you need to worry about are RPGs, which may come in now and again, therefore always be ready and repair if you get hit. (Have an engieer close by).