jonnykill
The Microwave Man
+235|6719
Only 6 people in a squad . What mix of kits would be the most effective ? What mix of kits could handle MOST situations ?

State the kits you would mix to make the best squad and the reason you feel why ?



Example :

Squad : One support for ammo . Two medics , one with health packs ready and one with shock paddles ready . One Anti tank unit , One Assault unit , and One pilot  .

Reasons : This way the ground and air are covered . With 2 medics at the front and rear of the platoon survival is best . Ammo will be supplied and tank threats can be countered by the anti tank unit . Enemy air assets can be defeated by the jet and also help with foward movement on the ground .

What other ideas do you guys have ?
Masques
Black Panzer Party
+184|6762|Eastern PA
Support, 2 Medics, Spec-ops, AT, Engineer

EDIT: You have resupply, a decent assault force (the medics can essentially cover the assault roles as can spec-ops), you have range with the AT and spec-ops (not quite sniper class, but it'll do in a pinch also the medics can use the Enfield), a good destruction force (AT and Spec-ops handling tanks, Spec-ops and Support handling assets), a good defensive force (with a medic in, say, a tank with an engineer gunning can repair assets and heal friendlies and is self supporting with the engineer and support reupping the tank).

Last edited by Masques (2006-02-25 22:17:16)

specialistx2324
hahahahahhaa
+244|6728|arica harbour
three spec ops... we can capture flags and lay c4 all over the flags to defend them..


the first job of a spec ops is infiltration. the second job is to be a saboteur. the final job is to be a recon specialist.

shoot tangos when and where they dont see you.
VeNg3nCe^
¦Tactics Øver Principles¦
+314|6745|Antarctica
6 people squads waste units.  Squads of 4, spread out more, are much more effective for the entire team.
jonnykill
The Microwave Man
+235|6719

VeNg3nCe^ wrote:

6 people squads waste units.  Squads of 4, spread out more, are much more effective for the entire team.
Huh ? How can having 2 more people then 4 be a waste ? Explain please .
twiistaaa
Member
+87|6708|mexico
def 2 Medics, 2 AT and 2 Spec Ops. as long as u have a good commander who will give u supply drops. Also its good if everyone can change kits and play medic if they happen to die.

But i dont like big squads i'd prefer 2 or 3 people just run a flag get it and move onto the next one and continue to do that. people seem to sit back and take things slowly. thats where u lose battles, defending one flag doesnt help you capture more, if you can capture several in a couple of minutes u will have a few left instead of one well defended one.
xanthpi
Banned
+11|6759

jonnykill wrote:

VeNg3nCe^ wrote:

6 people squads waste units.  Squads of 4, spread out more, are much more effective for the entire team.
Huh ? How can having 2 more people then 4 be a waste ? Explain please .
6 man squads get under each others' feet.

You don't need 6 players to capture a position.

You can cover more of the map by having more squads with fewer people in each squad.

Have you ever seen Saving Private Ryan? "Five men is a juicy opportunity. One man is a waste of ammo". Follow that line of thinking.
FSFGrimes
Member
+1|6781

VeNg3nCe^ wrote:

6 people squads waste units.  Squads of 4, spread out more, are much more effective for the entire team.
I see where he's coming from.

In a 32 player server you have 16 people on your team. Minus 1 for commander you got 15 people. Thats 2 squads of 6 and 1 squad of 3. Or thats 3 squads of 4 and 1 squad of 3. You can cover more CPs with more squads.

Medic, Support, Spec, and Engy/medic/at can take care of pretty much anything. You just ahve to use smart tactics when against tanks.

The problem is this game isn't as Black and white as we all want it to be tactically speaking. The tank if you have it can easily be killed by literally anything. Sticking together is morelss asking the enemy commander to place a arty on you. Smaller teams do help in this respect.
BlueScreen
I am the pwnage! Bitches!
+5|6778|Finland
3 or 4 man squads are the best. And in fact you need to change your kit in different situations. If you are medic and there's tank in front of you and it kill you what kit you spawn with? Medic? Maybe not. In that kinda situation you spawn with AT of course and after you destroyed that tank you can pick up your old medic kit if you want. 2 ATs (in fact 1 in public) is enought to destroy tank or APC, one more AT if there's both. So let's say 1 support, 2 medic, 1 AT  and that's fair enought. Also 1 medic and 2 ATs is one opinion (if medic die some one pick up him/her kit and revive) and in different situations you need change kit anyways.

Last edited by BlueScreen (2006-02-25 23:44:46)

J0hn.F.Kenedy
Member
+-1|6797|Longueuil
2 medic, 2 at, 2 support.

2 a-t cover the back with one medic who's squad leader while the others cover the front until they spot a armor...

                                  S------S
                                       M
                                     M(SL)
                                 AT------AT

Last edited by J0hn.F.Kenedy (2006-02-25 23:58:39)

Sentinel
Cheeseburger Connoisseur
+145|6697|Australia
2 Medics, 1 Support, 1 Anti-Tank,2 Special Ops.
No assault or snipers needed as the above classes fill that sort of troop classes. The second Spec Ops could be substituted for an Engineer if required.
BF2KrewCooper
Member
+0|6696|Las Vegas, Nevada
Our basic infantry squad runs 1 support, 1 medic, 1 assault, 1 anti tank.
4 man squads are more practical.  With 6 people, you are a big target.  You also have 2 unneeded men.  You only need 4 at the most.  Most vehicles cannot carry 6 people.  You don't want one guy walking.  If a medic dies, have someone pick up the kit.
Medic- Heals/revives, able to kill infantry
Support- Resupplys team, provides cover fire
Assault- squad leader, profficient in killing infantry, smoke cover/ flash bangs
AT- Able to engage armor
This provides the ability to take on most combat situations.
Also, we have 2 specialty squads.  An armor squad and a Sniper squad.
4 people make up the armor squad. 2 Supports, 2 engineers.  That way, the convoy is self susstained.  They can repair and resupply each other.
The sniper squad consists of two snipers.  A spotter and a shooter.  Both can hit targets at long range and can spot targets for friendlies.
YouWantFriesWithThat
Member
+3|6678
Depends on Squad Mission/Objectives but simplified:

6 Ground based Squad:
1 Support
2 Medics
1 Spec Forces
1 Engineer
1 Anti Tank

Rationale: Squad Leader plays Support. Role suggests that they hang back and provide orders, intel and a spawn point. As they are sitting back from the action this is perfect for all 3 roles.
Medics and Spec Forces are used to assault positions, the medics can revive and the 3 players can swap roles if needed when medics go down. Speci forces can also booby trap new spawns and take out assets.
Engineer: Assaults spawns with the Med/SF (dont underestimate a shotgun at close range) and is good for playing possum.  After a flag cap lays out AT mines in new spawn and is also used to repair vehicles during spawn to spawn movement. I like to have armour and hummers especially in a six person squad. They provide great firepower but more importantly two hummers can move 6 ppl between spawns very quickly. The hummers are very versatile and the mounted MG's are now extremely deadly to Heli's.

6 Black Hawk:
1 Support (Pilot and Squad Leader)
2 Engineers
1 Medic
1 Spec Forces
1 AT

If you have a Blackhawk: you get rid of one of the medics and substitute them for an engineer. This is much more dangerous now and the Blackhawk should be used primarily as a transport and less as a mobile weapons platform. The fact that you can pick 6 ppl up, move them in straight lines very quickly from point to point should not be taken lightly. You fly high, dump 4 at a time. Use the black hawk as suppression, instead of a bullet magnet.

I'm a big believer in speed over armour. The squads are less heavily armed than the others above in this thread but I feel that rapid deployment is more dangerous with squad playing together well. In most maps there is the possibility of flanking each spawn point in some way  and fast movement between them can be decisive.


Less than six in a squad and better use of squad limits
(This should be a new thread in itself....)

9 Possible Squads. 32 Players. (-1 for Commander)

A Squad - 3 Pilots in Planes. (this way pilots can com in flight and provide cover for each other. Formulate air-plan together.
B Squad - Attack Chopper- 2 Person Squad in a Cobra.
C Squad - 2 Person Squad - Use for different tactics and missions (eg paired Eng, paired SF).Specialist Unit can also steal other sides planes/choppers etc). Think of them as the Goodies. Anything, Anywhere, Anytime.
6 Squads of 4 People used as needed.

I like the idea of having as many squads as possible in big games as it allows the commander more flexibility in issuing orders and controlling the map.

As a to holding the mosque with 4 people vs squad of 6....
Well that’s the Squad Leaders problem...
But if enemy has 2 x 6 player vs your 3 x 4 players you can set up two holding spots and then flank with third squad.

Open to ridicule and serious discussion. New Ideas are always welcome. Have fun peeps.
.ACB|_Cutthroat1
No place like 127.0.0.1
+76|6735|Gold Coast,QLD,Australia
for ground pounding....2 medic, 2 anti tank, 1 support, 1 engy

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