Fire Teams
Posted: 2009-07-16 06:49
Fire Teams
Fire and maneuver tactics are the basis of which all modern infantry tactics derive.
It is security and tactical flexibility, it enables squads to maximize their survivability through heightened security and their combat effectiveness.
Fire and maneuever encompasses much. But the concept is as simple as your ABC's.
It's in my view how PR was meant to be played but unforunately not used widely enough, public matches, clans or other.
Fire and maneuver is used in all infantry operations to great effect, movement, offense and defense.
In the act of movement (towards a known hostile location) would it not be safer for you and more deadly for your enemy if you leapfrogged (bounded) on his position?
Under cover of your team mates you advance, find cover, bring your rifle up and then your squad mates do the same. Continue until contact has been made. That's fire and maneuver during movement.
Once contact has been made, establish effective suppressive fires over the enemy with some of your squad andorder the other half to flank around and close in on the enemy to clear them out. That is fire and maneuever during offense. If the enemy has fire superiority, his vantage point and fighting positions put him at an advantage, he has accurate machine gun fire on you and grenades are exploding around you.
Order one team to lay down heavy fire back at him as another team rushes backwards in retreat, perhaps popping smoke as they go. Once they are in position the rest of your guys do the same, and so on until you have safely broken contact with the enemy and can reorganize a new strategy of attack. Fire and maneuver in defense.
This is so simple, there is no need to over complicate this. The majority of PR players actually do have some thing in their head and can easily grasp my method of implementing Fire Teams. Organized clans will make the most out of it as they are familiar with each other. But Public squads can get by just fine using this in public games.
Here's how you set fire teams up;
1. Good Squad Leaders Usually designates kits. Designate a fire team also
2. Me, Jim and Tim are Fire team 1. Bob, Dave and Jenny are Fire team 2
3. Designate a fire team 2 leader. Dave, you are fire team 2 leader.
That's it, but you have to use them in order to get the full effect.
i.e "FT1, hold this position and cover towards the marker. FT2 Assault this position"
"We'll move down this road, FT1 on the left, FT2 on the right"
"FT2 fall back, FT1 is covering"
This is not a new concept to PR, but there are still a very very small proportion of players, particularly in public matches who use this. Secondly, I've seen no-one use a designated FT2 leader.
The reason for a FT2 leader is; cuts down on micro-management of SL, Squad leader issues orders to FT2, FT2 leader undertakes those orders as he see's fit.
i.e SL: "FT1 cover, FT2 assault the building"
FT2 Leader: "Roger, Bob throw your rope go in over the roof, me and jenny will take the back door"
Simple really, when in doubt, do whatever your FT leader is doing and if you have a good SL (and only a good SL will use this) your tasks will always revolve around providing mutual support for one another, thus increasing your ability to survive and your probability of engaging enemy on your own terms and winning.
Final thoughts.
I like the idea of a designated base of fire element and a designated assault element for an assault infantry squad.
I tend to lead squads the majority of the time, so myself along with the squad medic and AR are the base of fire element. A loss of these three men purely from a low level tactical point of view (a firefight) is more costly than the loss of any other.
Squad Leader attack and observe markers help to direct machine gun fire and area fire from the medic.
Riflemen, Riflemen specialists and grenadiers form my assault element. These weapons and equipment are perfectly suited to the task of aggressively closing down on enemy positions and clearing them out with gunfire and grenades.
grenadiers can prep enemy positions by softening them with grenades and then obscurring them with smoke. All while under heavy suppressive fire from FT1.
Grapples are used to appear where the enemy least expects you and hand grenades are pretty self explanatory.
I usually have FT2 leader as a grenadier. It makes not a huge amount of difference really, but I figure if he's good enough to lead a small team then he's good enough to use a grenade launcher properly.
Fire and maneuver tactics are the basis of which all modern infantry tactics derive.
It is security and tactical flexibility, it enables squads to maximize their survivability through heightened security and their combat effectiveness.
Fire and maneuever encompasses much. But the concept is as simple as your ABC's.
It's in my view how PR was meant to be played but unforunately not used widely enough, public matches, clans or other.
Fire and maneuver is used in all infantry operations to great effect, movement, offense and defense.
In the act of movement (towards a known hostile location) would it not be safer for you and more deadly for your enemy if you leapfrogged (bounded) on his position?
Under cover of your team mates you advance, find cover, bring your rifle up and then your squad mates do the same. Continue until contact has been made. That's fire and maneuver during movement.
Once contact has been made, establish effective suppressive fires over the enemy with some of your squad andorder the other half to flank around and close in on the enemy to clear them out. That is fire and maneuever during offense. If the enemy has fire superiority, his vantage point and fighting positions put him at an advantage, he has accurate machine gun fire on you and grenades are exploding around you.
Order one team to lay down heavy fire back at him as another team rushes backwards in retreat, perhaps popping smoke as they go. Once they are in position the rest of your guys do the same, and so on until you have safely broken contact with the enemy and can reorganize a new strategy of attack. Fire and maneuver in defense.
This is so simple, there is no need to over complicate this. The majority of PR players actually do have some thing in their head and can easily grasp my method of implementing Fire Teams. Organized clans will make the most out of it as they are familiar with each other. But Public squads can get by just fine using this in public games.
Here's how you set fire teams up;
1. Good Squad Leaders Usually designates kits. Designate a fire team also
2. Me, Jim and Tim are Fire team 1. Bob, Dave and Jenny are Fire team 2
3. Designate a fire team 2 leader. Dave, you are fire team 2 leader.
That's it, but you have to use them in order to get the full effect.
i.e "FT1, hold this position and cover towards the marker. FT2 Assault this position"
"We'll move down this road, FT1 on the left, FT2 on the right"
"FT2 fall back, FT1 is covering"
This is not a new concept to PR, but there are still a very very small proportion of players, particularly in public matches who use this. Secondly, I've seen no-one use a designated FT2 leader.
The reason for a FT2 leader is; cuts down on micro-management of SL, Squad leader issues orders to FT2, FT2 leader undertakes those orders as he see's fit.
i.e SL: "FT1 cover, FT2 assault the building"
FT2 Leader: "Roger, Bob throw your rope go in over the roof, me and jenny will take the back door"
Simple really, when in doubt, do whatever your FT leader is doing and if you have a good SL (and only a good SL will use this) your tasks will always revolve around providing mutual support for one another, thus increasing your ability to survive and your probability of engaging enemy on your own terms and winning.
Final thoughts.
I like the idea of a designated base of fire element and a designated assault element for an assault infantry squad.
I tend to lead squads the majority of the time, so myself along with the squad medic and AR are the base of fire element. A loss of these three men purely from a low level tactical point of view (a firefight) is more costly than the loss of any other.
Squad Leader attack and observe markers help to direct machine gun fire and area fire from the medic.
Riflemen, Riflemen specialists and grenadiers form my assault element. These weapons and equipment are perfectly suited to the task of aggressively closing down on enemy positions and clearing them out with gunfire and grenades.
grenadiers can prep enemy positions by softening them with grenades and then obscurring them with smoke. All while under heavy suppressive fire from FT1.
Grapples are used to appear where the enemy least expects you and hand grenades are pretty self explanatory.
I usually have FT2 leader as a grenadier. It makes not a huge amount of difference really, but I figure if he's good enough to lead a small team then he's good enough to use a grenade launcher properly.